Eden Star is a fast paced Sci-Fi survival game that blends unique physics based combat, destructible environments and free-form construction with the exploration of a hostile alien world.
User reviews:
Recent:
Mostly Positive (22 reviews) - 77% of the 22 user reviews in the last 30 days are positive.
Overall:
Very Positive (490 reviews) - 83% of the 490 user reviews for this game are positive.
Release Date: Jan 30, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Eden Star is a core game developed by gamers, for gamers. We care for the game and the people who play it and therefore, early access provides the best platform to fuse great community ideas with our passion to conjointly see Eden Star reach its full potential.

Components of Eden Star are at multiple stages of development; some prototyped, some in early design and some purely conceptual. We want to gauge whether you feel that the core mechanics are working and how you see them evolving. Our mantra is to build and improve from a solid foundation and, although there may be issues at times, we want to work with you to address these issues as soon as possible.

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

Approximately how long will this game be in Early Access?

“In short, as long as it needs to be. We are committed to delivering a great experience and – depending on development – will be adding new features, fixing any issues and expanding the gameplay in subsequent updates. Exiting early access is dependent on how well the game is received, so the more people that back Eden Star early on, the more the proceeds can be pushed back into refining the game.”

How is the full version planned to differ from the Early Access version?

“There are many planned features that are currently at various stages of development.

The Early Access is currently single player only!

We primarily plan to extend the experience to multiplayer but need to test the physics mechanics that affect gameplay before we commit entirely.

We are planning on developing a greater amount of customization via additional upgrades, weapons and the inclusion of armour types. We also plan to expand on the construction, adding to the available primitive Schematics, Defenses and Utilities to allow for more creativity and playstyles.

The lore of the game is also extremely important to us, providing an expansive universe that can provide story to drive the game forwards. The ultimate goal would be to explore this in full.

For further details, see the Trello board below.”

What is the current state of the Early Access version?

“The Early Access is essentially a starting point from which we can expand upon. The core gameplay mechanics are complete as a single player experience (if a very minimal one) and have been developed with multiplayer in mind.

For a full feature list, please visit our current features and road map thread HERE



We have squished all the bugs we have found but there will likely be more that we haven’t encountered yet, being the small, independent team we are. The tutorial is a work in progress, the controls are convoluted and currently no balancing has taken place. We hope it’s fun, but we want you to tell us if it isn't so that we can make improvements. This is why we wanted to bring Eden Star to Early Access, we need your help to make it the best it can be.”

Will the game be priced differently during and after Early Access?

“Our "pricing strategy" is a simple one. The price will reflect the current features in the game. Over time the price of the game will incrementally increase, the game may also occasional drop in price during Steam Sales.

What's the reasoning behind all this price fluctuation?!


Firstly, we want to reward our early adopters and supporters for backing us earlier in the development process. With the v.0.0.1. build we released a free, unique 15 page Art of Eden Star PDF book as a thank you to all of those backers who purchased prior to the v0.0.1. Our goal is to reward early adoption with similar gratitude in the future, including exclusive background Lore documentation and more.

Secondly, we want to build an active and involved community to help us shape the future of Eden Star, so we hope the lower price point acts as a lowered barrier for those who wish to help us mold future releases of Eden Star, but without the free additional reward content.”

How are you planning on involving the Community in your development process?

“The community is an essential part of any Early Access game and Eden Star will be no different.

Please keep abreast of development updates via our Public Trello Board;


https://trello.com/b/dmyocCtO/eden-star-public-board

We would hugely appreciate you telling us when you encounter any issues so that we can find solutions and deliver updates to you as soon as possible.

  • Is the game not running?
  • Have you found a crash?
  • Is a weapon underpowered?
  • Is an enemy misbehaving?
  • Are you able to find the materials in the world for the upgrade that you want?
  • Are there parts of the game or the controls that you think need to be explained more in the tutorial?
  • Are you having trouble running the game on your system?
  • Are you stuck in a chasm with no way out?
  • etc...

We would also like to know if you think the game is missing something vital. Do you have an idea that you think would fit with the world of Eden Star or improve the way something currently works? If so, we’ would like to hear it. Suggestions are always welcome, we may have already thought of it and have something in the pipeline but you may have a great idea we love and nobody has imagined yet...”
Read more

Buy Eden Star Pre-Alpha

 

Recent updates View all (87)

July 22

July Development Update 3



Greetings Pioneers!

So there’s been some heavy re-working of the game systems going on, all to suit the full implementation of our survival mechanics. A major overhaul to the HUD user interface is one of those aspects which John and Joe have been mainly focusing on. More utilities are underway to allow splitting out of different item/mineral types, and plentiful testing in the new map has allowed us to fix some major issues with it's performance.

We've also had a chance to update our company show reel! So if you fancy looking at some fast moving images and a preview of the upcoming weapon system then check it out.

https://youtu.be/bTpcIHACeyo

Now to what everyone has been upto this week:

John - Lead Designer

I have worked with Marcin and Lee on AI designs for group and fight/flight behaviour which should really unify the way that non-corrupted creatures act in the world. This should allow us to create better designs to implement reactive, stalking or investigative behaviour, meaning that when you first arrive on Pharus, you won’t be swarmed, but instead you may be stalked before being taken apart!

I have also worked through the HUD and UI designs with Ricky and Joe in order to get the full survival mechanics and new reactive reticle designs into the pipeline. We have finalised the creature list for alpha which includes 14 walkers, 2 flyers and 7 underwater creatures, not including the current enemy types.

The armour system is now nailed down and I have been making sure that we unify the upgrade systems to support ALL components in the game. Weapon animations have been checked for their second pass and are now ready to go into the new modular weapon system when Tristan returns.

Biomes are now also designed to allow for status effects fall-off so that you don’t get instantly Corrupted when moving from a clear to a spore infested biome. The new utilities have also been finalised for the next release, including Fabricator, Medical Unit, Food Purifier, Armoury, Refinery, Filtration Unit, Water Tank, Advanced Generator. Next week I’m finalising the UI/HUD design and working on finalising the consumable for the next release!

Matt - Art Director

More utilities are alas becoming relevant to the way the game will play, so I’ve been focusing on developing three of them. One of which is a Refinery, to cater for all your pioneers mining and refining needs. Next week I’ll be moving ahead with a water filtration unit. For now here is the (near finished) Model for the Refinery.



Lee - Technical Director

I have managed to get the audio aspect of our perception component working with our AI this week. I’ve also been working towards adding group behaviours to the AI to allow herds of creatures, but to also allow for more squad like tactics.

Tristan - Senior Developer

Out of town this week. Enjoying a rather large Pina Colada and long walks in the rain. I’ve gone back to my roots, bathed in the milk of 10,000 adders, stole the princess of Pennsylvania's golden brooch, sailed to the grand canyon, got ran over by an ox and survived to tell the tale,[/u]

Yves - Senior Developer

Working on implementation of our survival stats system then moved onto player armour and managed to get an early working version together that will be ready for internal playtesting soon!

Joe - Environment Artist

This week I’ve been working with John on getting the new HUD designs for survival up to a final pass  (I did also find a spare couple of hours to start on a new creature for our Forest and Grassland biomes!). Check out some of the designs we’ve come up with below, we’d love to hear what you guys think.



Ricky - Developer

The week started off with a movement of the temporary Exp system over to a new more universal stat effect system.

I also managed to get some quality time removing old stuff, like, you know that feeling when you’ve had a large stack of Splintermites carefully balanced for years on top of each other, then you remove the bottom few finally because they’re  getting old and isn’t used, and the rest surprisingly still they hover in midair unaffected, that’s quite like removing an old system like the inventory version 1 and getting to delete 10,000 nodes at once but the game still functioned without errors beyond expectations.

Marcin - Designer

I have a lot of systems planned to be included in the next release, so I am a pretty busy guy at the moment. This week alone, on top of gathering data for the next pass of the consumables, I was designing the armour system, with all the considerations to make sure that making the choice between different armours is relevant and interesting, unlike the choice of building material we had in the past. Speaking of the building materials, I have also been designing new stats for them.

Since damage types were not interactive enough, I’ve decided to switch the stats towards their role in the building, such as structure support, weight, deterioration resistance, durability and style. Also as a next step for the survival stats, we’ve been looking into how we can handle environmental effects, such as Oxygen, smoothly and immersively, and last but not least I’ve done some extra work on the scopes for the upcoming modular weapon system. Like I said, there is a lot going on right now.


Simone - Concept Artist

This week I have been working on colour concepts for the crocodile and small fish swarm, as well as changes to the shark concept. Also, as we are adding in consumables to the game I have started work on icons for these objects and will be working with the team to create final designs. So look out for some tasty noms in the future!



Andy - Lead QA

This week I’ve been working on balancing the stat/survival system along with playing in the new map “Pharus 7”. We have also made changes to the Apex rocks so they will now dematerialise 30 seconds after they last took damage meaning that players will now be able to harvest pesky rocks that are blocking them from building and build over them. You’re welcome!

 

As you may of noticed we’re missing a fair few members of the team in this week's blog post. They’ve been out of office this week so we’ll bring all you wonderful people up to date with where they are at when they’re back.

See you in the fray!

-Team Flix

 

18 comments Read more

July 15

July Development Update 2



Greetings Pioneers!

This week we have been testing the new map along with new consumables as part of the upcoming survival mechanics expansion. That’s food you gather from the plants as you harvest that you can then eat!

The food won’t all be good however and some will leave you with a bad aftertaste and a certain amount of ‘Corruption’ which affects your stats and XP gain and requires treatments to counter. We’ve also been continuing work on new critters for the world which will also have consumable drops of their own.

See what we’ve been up to below:

John - Lead Designer

As well as organising production for the implementation of our new survival system, I've also taken a few days out of the studio to go down to Develop conference in Brighton, which has been great!

Matt - Art Director

Amongst creating decorative objects for the inside of Pioneers bases, i’ve been developing some rough models for key utility systems for the upcoming survival gameplay. Amongst these are a water tank, refinery, and water purifier. See if you can guess which one is which ;D ...



Lee - Technical Director

So this week I’ve been working on implementing some group behaviours for our AI. This will eventually mean groups of AI are able to work together to overcome an objective. I’ve also been adding some new functionality to the editor to allow our designers to update our own octree navigation system from the click of a button.

Tristan - Senior Developer

This week I have been working on implementing network dormancy into our game and looking into other ways we can improve our replications times.

Lauren - Animator

These past two weeks I've been continuing work on the modular weapons animations along with animating up new critters to scuttle around the new world. This one is a small neutral creature for the starting grasslands areas. I can't tell if he's more cute or gross but he needs a name so suggestions welcome! :)



Yves - Senior Developer

Yves is on holiday galavanting or something. Prior to galavanting he has been working on a stat management system along with a number of the survival stats we have had lined up. Hopefully you’ll be enjoying these soon.

Marcin - Designer

Last week’s hotfix release finally freed us to pour straight into the game all those systems and big changes we’ve been cooking in the background for so long now: the new map, the progression system, survival mechanics, food and water, etc. The map is looking pretty good, but we’re still working to make sure it’s got all the creatures it’s supposed to.

I’ve spent pretty much an entire week implementing new food items and treatments are next on my list.  All those addition still require a massive amount of polish, so that’s what I am doing, because I’m… also... polish. :D See what I did there? Huh? Anyone? Sigh.



Anyway, enjoy a couple of very early screenshots of some of the upcoming features: first pass of the survival stats UI, placeholder UI for progression, and placeholder meshes for food item. Have a great weekend, everyone!

Ricky - Developer

Now there’s a bare system in place for progression and statistics I’ve been sorting through and displaying them upon the HUD and UI. This involved sorting through a few issues with it too where you wouldn’t die (I know, should I even fix that right?) and the consumables were not infact, despite their honourable title the “consumable” were not… get this… in fact… being consumed.

Joe - Environment Artist

The past couple of weeks have mainly been spent working on the art for a big new creature to populate our forest biomes - the ‘Hog’! Roughly Juggernaut sized so you probably won’t want to get in his way…



Once I finished up the Hog, I jumped onto fixing a bunch of bugs with the new map, some of which were pretty major. I’m now looking at our HUD redesign for survival and progression.

Tom - Character Artist

I've been working away at some sculpting changes to our vulture like creature before creating the game ready version! 

Simone - Concept Artist

Over the past few weeks I’ve been busy with creature texture concepts for the Vulture and Lizard, making changes to a few different creature concepts, as well as creating orthographics for our new little crustaceans that will be walking around the world!

There has also been the addition of décor items that pioneers will be able to place in their bases that needed to be painted over to add details and colours schemes that we have been working on, as well as creating a holographic style sign that will make it easy to label your base’s rooms!



Andy - Lead QA

This week we managed to get the new map to test and although there are still a few kinks to iron out it is running really well. I have also been working with Marcin and Jamie to test the new player stats and how to best balance them.

Big thanks to Jamie who has been doing work experience with us in the studio for a few weeks, he's been very committed to the job. I physically shed a tear as he left this afternoon.. goodbye young Padawan.

As always you can keep up to date with what we're working on via our public Trello boards here:

https://trello.com/b/dmyocCtO/eden-star-public-board.

See you in the fray!

-Team Flix

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Reviews

““Maybe I’m just starstruck, but this looks entirely brilliant””
RockPaperShotgun

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

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

About This Game

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

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


Current Features

  • Co-op & PVP Multiplayer
  • Colony System (Teams)
  • Physics based combat (Smash)
  • Splintermite (Ground Enemy)
  • Stalker (Ground Enemy)
  • Ika (Flying Enemy)
  • Ika Viper (Flying Enemy)
  • 2 Forest Creatures (neutral)
  • Swamp Walker (Neutral/Defensive Creature)
  • 1.5km Map
  • Swamp Biome
  • Forest Biome
  • Foliage Destruction
  • Mineral Destruction
  • 9 Material Types
  • Wall running and Mantling

Craftable Weapons and Ammo;
  • Pistol (pre-compiled - Not yet customisable)
  • SMG (pre-compiled - Not yet customisable)
  • Rifle (pre-compiled - Not yet customisable)
  • Sniper Rifle (pre-compiled - Not yet customisable)
  • Pistol Clip
  • SMG Clip
  • Rifle Clip
  • Sniper Rifle Clip
  • Gauss Module Flechettes

Multiple “MATA-Tool” Abilities/Upgrade Modules;
  • Kinetic Blast
  • Kinetic Laser
  • Energy Harness (Mining)
  • Energy Harness Reclaim Structures (Undo)
  • Regeneration (Heal Structures)
  • Energy Harness MATA-Combat (Smash)
  • Gauss Cannon
  • Melee Baton
  • Melee Energy Blade

Primitive Structures;
  • Foundations
  • Archways
  • Barriers (Half Walls)
  • Walls
  • Windows
  • Ramp
  • Pillar
  • Ceilings (Floors)

Functional Structures;
  • Eden Kit
  • Auto Turret
  • Energy Turret
  • Missile Turret
  • Energy Walls
  • Door
  • Energy Generator

For an up to date list of what we are currently working on we have a public Trello board available HERE (you must have a Trello account to comment or vote on features)


In Development


  • 16km Squared Island
  • Juggernaut (large ground enemy)
  • Splintermite Queen (large ground enemy)
  • Weapon - Grenade Launcher
  • Weapon - Frag Grenade
  • Swamp Snake Enemy Creature
  • Expanded build types (Upgraded doors, windows, walls etc)
  • Creature Creation
  • Vehicles

In Planning


We will not promise that the following features will make it into the game until they are actually in the game!

  • Further Refinement of Melee (Combos)
  • Expanded World
  • Additional Pioneer Characters
  • Steam Achievements
  • Health Packs
  • Craftable/ Upgradable Armour
  • Utility buildings (generators etc)
  • Caves
  • More enemies
  • More neutral creatures
  • Robotic allies
  • Vehicles
  • Procedural content
  • THE GAWR...

Current Feature Overview



Destroy
Use your MATA-Tool (Remote Manipulation Device) to harvest trees, foliage and mineral rich rocks within a real-time physics driven environment. Obtain Material Shards for use in outpost building, weapon construction and powerful upgrades. Destroy and recreate your surroundings at will; the world is yours to manipulate, just watch out for the indigenous lifeforms…

Build
Use gathered Materials to craft defenses, walls, ramps and turrets to protect your outpost or construct powerful weapons and upgrades for your Pioneer. Place gathered Materials within your Eden Kit to store, or use them to upgrade the Eden Kit's protective shield and power additional defenses. Expand your territory by building additional Eden kits. How you balance your resources is up to you.

Protect
Using unique physics-driven combat you can remotely grab enemies and smash or blast them into the destructible environment. Upgrade your weaponry to tackle the alien hives and claim the territory for your own. Combine different attacks and abilities in order to survive against enemies and environmental hazards. A simple, but fluid movement system gives you freedom to move athletically across surfaces.

Death in Eden Star is permanent. You can be reconstructed back by the Eden Kit provided it contains Teslinium and remains intact, but naturally it must be protected...




The Tech Demo is free and is automatically downloaded with Eden Star. To access it you must do the following;

  • Find Eden Star :: Destroy - Build - Protect ® in your Steam Game Library
  • Right Mouse Click over Eden Star :: Destroy - Build - Protect ® and select Properties from the bottom of the list
  • Left Mouse Click on the 3rd tab labelled Local Files
  • Left Mouse Click on the Browse Local Files button

This Will Open Up A Browser Window

  • Click on the UE3 Combat Tech Demo folder
  • Follow the instructions listed within the associated Readme file within the folder, all instructions are also within the Readme document

To launch the Eden Star Tech Demo you must find the folder where you have installed the Tech Demo and find the following folder;

EdenDemo_5.7 > Binaries > Win64 then click on the application (.exe) "EdenGame" to launch the demo

e.g. :: C:\Eden\EdenDemo_5.7\Binaries\Win64\EdenGame.exe

System Requirements

    Minimum:
    • OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1.
    • Processor: Intel i5 CPU @ 2.40GHz (4 CPUs) / AMD X8 FX @ 3.5GHz (8 CPUs)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 650 / or AMD equivalent
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: 100% DirectX 10 compatible
    • Additional Notes: Over time content, programming changes and feature updates may change the system requirements for this game. Some system components such as mobile chipsets, integrated, and AGP graphics cards may be incompatible. An internet connection may be required to access in future.
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (22 reviews)
Overall:
Very Positive (490 reviews)
Recently Posted
Selection
( 10.2 hrs on record )
Early Access Review
Posted: July 24
Really interesting game.

EDEN STAR is a early access survival game on Steam priced at 19.99 USD.
You start off crash landed in a pod-thingy with some interesting things flying down from the sky. Moving on from the boring blah blah blah stuff

PROS

Unique survival game

Really transparent devs

Constant updates

Unique monsters and animals

Cool defences

Unique building system
I seriously used unique alot...

CONS

Gameplay gets boring overtime

Not currently much to do in the game so far

Again the over used futuristic theme

Graphics aren't THE best

OTHER STUFF

Survival game with crafting in it, might want to avoid if you dislike those types of games

And thats about it. 8/10.

If you liked my short review, be sure to leave a thumbs up. If you enjoyed this, you may like my other reviews.
Helpful? Yes No Funny
bleh
( 3.3 hrs on record )
Early Access Review
Posted: July 21
Ok so the game isn't bad, its not ready yet though.

It needs work but the DEVs ACTUALLY SEEM TO CARE ABOUT THE GAME and the players so

IF you're not up for the wild ride of early access. its worth wishlisting or following for later on. if you want to play it right now read some of the other reviews and community discussions first so you know what to expect.
Helpful? Yes No Funny
❥ Miss Bahar 💕
( 90.1 hrs on record )
Early Access Review
Posted: July 19
Perfect game but need more items and map is so small i think.

Little time, just 20 min. Fix it please, 30 or 45 is good.

9/10

I don't like mobs hard and ugly )))
Helpful? Yes No Funny
Cap'N Squirrel
( 13.3 hrs on record )
Early Access Review
Posted: July 19
Still Needs Work.
Ballance is required, some AI glitches need some fixing, and the game needs more substance.

It's still Early Access still, so im hopfull its on the way.
Helpful? Yes No Funny
Bean Bamboner
( 1.7 hrs on record )
Early Access Review
Posted: July 13
dinkle ♥♥♥♥
Helpful? Yes No Funny
valachi
( 42.7 hrs on record )
Early Access Review
Posted: July 10
This game is the perfect example of what an "early access" game should be. It executes its core gameplay perfectly, and simply adds to depth, content and polish as it evolves. As it stands now, the motivation stands mostly with base building and resource accumulation to defend yourself from hostile creatures. While that might seem a bit shallow, that process is so much fun, you'll find yourself dozens of hours in before you realize you haven't even tried to explore. There is a constantly evolving crafting aspect that only grows with each update as well. Eden Star is highly recommended.
Helpful? Yes No Funny
arsneaky
( 17.8 hrs on record )
Early Access Review
Posted: July 9
Did I had fun for my 8 hrs yes, I kept me busy. Trying to survive every night, a thrill. But when you reach the point where it doesn't matter how many they send you, the game gets boring. So you try to spice things up and try to go multiplayer for some PvP server or people to interact with. 2 server open 0 people in it. I've done everything in 8 hour on solo. Seen the whole game. Except its multiplayer which I would have liked to try but isin't present.
Helpful? Yes No Funny
 
A developer has responded on Jul 14 @ 8:29am
(view response)
slingshot5
( 18.0 hrs on record )
Early Access Review
Posted: July 9
There is a slight problem with the two-legged land creatures AI (please tell me the name of them, they look like birds kind of, just please tell me what they are so I dont look like an idiot, thanks). They have a tendancy to become statues and stop moving (including idle animations) like they are in a museum (yes, like Night at the Museum). This looks pretty weird because there can be a whole group of them and they could be standing there motionless and be STARING INTO YOUR SOUL (sorry I was being over dramatic but you get the point its weird). Please fix this and if you have any awnsers please head to my thread "AI problems" to update me on the problem and if anybody else is experienceing this, thanks. Now seince im writing a review I might as well talk about the game and to sum it up in one word THIS GAME IS GREAT (dang it, four words, I know that attempt at humor was bad but what ever moving on....). This game has alot of potential as a great FPS/sanbox game that has great graphics I mean LOOK AT IT JUST LOOK AT THE FOUNDATIONS ON YOUR BASE, LOOK AT IT, they look beautiful (and no, I dont have an weird attachment with base foundations) but also look at the walls they look stunning and so does everything else. This game has alot of potential but I have a sugestion....VEHICLES (ok Im using to many caps to emphasize my point). Vehicles would be cool and interesting to have such as ships, tanks etc. Anyway this game is great 10/10 ign (no, im not ign and its probobly a 9/10 but you get the point I dont have to explain myself).
Helpful? Yes No Funny
solarPULSER
( 12.7 hrs on record )
Early Access Review
Posted: July 9
Easily one of the most beautiful space-themed games I have ever played. Fidelity wise and atmosphere wise this game is one of the prettiest games available on PC. I haven't felt this immersed while playing a single player game in a long time. When you run into what i call the 'acid egg sac' in the middle of the woods because you couldn't see it through the amazing looking grass and it explodes on you is one of those 'OH SH-- WTF WAS THAT' moments in gaming that are actually enjoyable somehow.

The mechanic of dissassembling the enviornment for resources is very fun, with each piece of absorb having a chance to drop any one of a few resources instead of the usual guaranteed resource count from a node. The combat is challenging, almost a bit too challenging, but balance will come later in the process. Right now the scaling between the first few nights will take a few retries to get a good base build quickly.

The basebuilding is extensive as well as easy to use, with parts easily fitting into place and orientated without really needing to struggle like in most games with the mechanic. It's honestly a pleasure to base build especially when you can get your resources back by absorbing a piece of you misplace something. Most of these systems are a struggle to use, Eden Star plays like an absolute dream.

Probably the best part about this game is that the dev team is extremely responsive to feedback. I have bought at this point probably 100+ early access titles, and there are very few dev teams that respond like Flix Interactive does. I have watched the development of success stories like Prison Architect, and miserable failures like Blade Symphony, and Flix has that 'it' factor that really makes me believe they are going to go places. As a guy that watches game developers almost like some would watch a football team, I don't take such a positive evaluation lightly.

The only negatives of this game as far as I can see is you need a really decent system to run on high settings, the balance is a bit poor at the moment, and the UI needs some work. The good thing is that all of those issues will eventually be fixed or already are being fixed by the dev team.

Worth a buy, especially at the $20 USD price point. I've already gotten my moneys worth and I havent even made it an entire week in game yet.
Helpful? Yes No Funny
maxXmeridius
( 0.9 hrs on record )
Early Access Review
Posted: July 8
Good game, still some stuff to add, but i like it
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
19 of 22 people (86%) found this review helpful
Recommended
11.9 hrs on record
Early Access Review
Posted: June 28
I truely like the concept of this game even though it's at an early state.
Sure there isn't much to do atm except collect, build and kill enemies.
This game runs very well for being an alpha.
It has a small map right now at 1,5km but there is going to be a map
at the size of 16km, cannot wait.

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

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

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

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

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

For more information about their development click here

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

Hopefully this will help some to make a decision, first time doing a review so I hope I did not miss any crucial points.
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9 of 9 people (100%) found this review helpful
1 person found this review funny
Recommended
42.7 hrs on record
Early Access Review
Posted: July 10
This game is the perfect example of what an "early access" game should be. It executes its core gameplay perfectly, and simply adds to depth, content and polish as it evolves. As it stands now, the motivation stands mostly with base building and resource accumulation to defend yourself from hostile creatures. While that might seem a bit shallow, that process is so much fun, you'll find yourself dozens of hours in before you realize you haven't even tried to explore. There is a constantly evolving crafting aspect that only grows with each update as well. Eden Star is highly recommended.
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5 of 5 people (100%) found this review helpful
Recommended
12.7 hrs on record
Early Access Review
Posted: July 9
Easily one of the most beautiful space-themed games I have ever played. Fidelity wise and atmosphere wise this game is one of the prettiest games available on PC. I haven't felt this immersed while playing a single player game in a long time. When you run into what i call the 'acid egg sac' in the middle of the woods because you couldn't see it through the amazing looking grass and it explodes on you is one of those 'OH SH-- WTF WAS THAT' moments in gaming that are actually enjoyable somehow.

The mechanic of dissassembling the enviornment for resources is very fun, with each piece of absorb having a chance to drop any one of a few resources instead of the usual guaranteed resource count from a node. The combat is challenging, almost a bit too challenging, but balance will come later in the process. Right now the scaling between the first few nights will take a few retries to get a good base build quickly.

The basebuilding is extensive as well as easy to use, with parts easily fitting into place and orientated without really needing to struggle like in most games with the mechanic. It's honestly a pleasure to base build especially when you can get your resources back by absorbing a piece of you misplace something. Most of these systems are a struggle to use, Eden Star plays like an absolute dream.

Probably the best part about this game is that the dev team is extremely responsive to feedback. I have bought at this point probably 100+ early access titles, and there are very few dev teams that respond like Flix Interactive does. I have watched the development of success stories like Prison Architect, and miserable failures like Blade Symphony, and Flix has that 'it' factor that really makes me believe they are going to go places. As a guy that watches game developers almost like some would watch a football team, I don't take such a positive evaluation lightly.

The only negatives of this game as far as I can see is you need a really decent system to run on high settings, the balance is a bit poor at the moment, and the UI needs some work. The good thing is that all of those issues will eventually be fixed or already are being fixed by the dev team.

Worth a buy, especially at the $20 USD price point. I've already gotten my moneys worth and I havent even made it an entire week in game yet.
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6 of 7 people (86%) found this review helpful
Recommended
31.3 hrs on record
Early Access Review
Posted: July 7
Hey so, ive got a couple good hours so far and im really enjoying the gameplay, from gathering resources to fighting swarms of enemies, it really gets my blood rushing at times but its also really relaxed, heres some gameplay-> https://www.youtube.com/watch?v=DBTeq2JsUaI
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7 of 9 people (78%) found this review helpful
Recommended
297.9 hrs on record
Early Access Review
Posted: June 25
i Loved this game so much...untill they updated the building Mechanics...........o well i had a great time playing and building in this game



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

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4 of 4 people (100%) found this review helpful
Recommended
8.3 hrs on record
Early Access Review
Posted: July 3
Great game! So much content and stuff to explore.
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4 of 4 people (100%) found this review helpful
Recommended
27.9 hrs on record
Early Access Review
Posted: July 3
This is a great game to play. It is a bit basic and just starting out can be frustrating as it is so easy to die. If you are having a hard time there are gameplays on youtube that are helpful and may answer some questions for you. I haven't tried multi player but I have enjoyed learning how to play the game in solo. A fun game and worth the money spent
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4 of 4 people (100%) found this review helpful
Recommended
0.9 hrs on record
Early Access Review
Posted: July 8
Good game, still some stuff to add, but i like it
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4 of 4 people (100%) found this review helpful
Recommended
90.1 hrs on record
Early Access Review
Posted: July 19
Perfect game but need more items and map is so small i think.

Little time, just 20 min. Fix it please, 30 or 45 is good.

9/10

I don't like mobs hard and ugly )))
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3 of 3 people (100%) found this review helpful
1 person found this review funny
Recommended
18.0 hrs on record
Early Access Review
Posted: July 9
There is a slight problem with the two-legged land creatures AI (please tell me the name of them, they look like birds kind of, just please tell me what they are so I dont look like an idiot, thanks). They have a tendancy to become statues and stop moving (including idle animations) like they are in a museum (yes, like Night at the Museum). This looks pretty weird because there can be a whole group of them and they could be standing there motionless and be STARING INTO YOUR SOUL (sorry I was being over dramatic but you get the point its weird). Please fix this and if you have any awnsers please head to my thread "AI problems" to update me on the problem and if anybody else is experienceing this, thanks. Now seince im writing a review I might as well talk about the game and to sum it up in one word THIS GAME IS GREAT (dang it, four words, I know that attempt at humor was bad but what ever moving on....). This game has alot of potential as a great FPS/sanbox game that has great graphics I mean LOOK AT IT JUST LOOK AT THE FOUNDATIONS ON YOUR BASE, LOOK AT IT, they look beautiful (and no, I dont have an weird attachment with base foundations) but also look at the walls they look stunning and so does everything else. This game has alot of potential but I have a sugestion....VEHICLES (ok Im using to many caps to emphasize my point). Vehicles would be cool and interesting to have such as ships, tanks etc. Anyway this game is great 10/10 ign (no, im not ign and its probobly a 9/10 but you get the point I dont have to explain myself).
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