Eden Star is a 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 (215 reviews)
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...”
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Buy Eden Star Pre-Alpha

 

Recommended By Curators

"Eden Star is a survival-creation like no other with innovative physics. Tower defense, mining, crafting, FPS... Eden Star has a lot of potential!"
Read the full review here.

Recent updates View all (22)

July 24

July Development Update 4



Greetings Pioneers!

Today we’re bringing you another update on what the team have been working on this past week as we push for our next release version. The glorious battle to get an updated and stable build out to you continues!

Incase you're wondering where all the pretty stuff went from other posts, we’ve unfortunately had technical issues with our service provider (sad face). So our previous updates might be temporarily imageless for a little while.

Luckily however (happy face) we have a super secret backup place for linking our images! So we’ll be fixing previous news announcements very soon :D

Take it away Lee.

Lee - Technical Director

Most of my time this week has been dealing with issues caused by the recent engine upgrade. I think we have fixed most of the bugs related to this now, but it was something we couldn’t avoid.

Matt - Art Director

It’s the week of the Triffids… I’ve been developing one of our new weird and wonderful Flora over the last few days, with multiple heads. Behold.



Tristan - Senior Developer

After my recent success in the grasslands of Mongolia I have decided to make POWER my next goal... Ok so what I really mean is I am working on the new power system to keep up with all those turrets people keep building because everyone knows the best offence is a good defence. Please note I often tell people the best defence is a good offence it pretty much depends on if I am working on offence or defence.

Ricky - Developer

I’ve got all the Power System UI, Build Menu, FOV Scaling, Converting to UMG, and debugging up to reasonable levels this week so they can be used and tested soon. Multi-tasking like a boss.

Gav - Concept Artist

We’ve got lots of orthographics in the works while we also develop concepts for utility structures. We’re also looking to stream some of my day-to-day work flow for any budding concept designers out there and I’ll be on hand to answer any questions you might have or give some feedback on your concept art portfolio. I’m also excited to break some interesting developments for all you savvy artists but I won’t promise anything just yet, except that I will promise not to make any promises apart from this one I’m making right now. PEACE!



Carlos - Developer

For the most part I’ve been focusing on converting our current HUD into UMG, which allows us to turn post-process effects in the world without affecting the HUD. I’ve also been working on the FOV change implementation and fixing bugs that have been caused by the engine update.

Marcin - Designer

This week, besides ironing out a few bugs with Hives and Holograms, I have been mainly working on the navigation system and physics. Those 2 systems by themselves are usually enough to give you a headache, but combined... believe me, they make for a hell of a week. In any case I have something rather flashy to show you this time. The implementation of the area of effect physics allowed me to work on an IKA feature that we had been planning for a while now, the Unstable Vortex.



Chris - Designer

Over the past week I have been helping debug the our next update release focusing AI and our new interactive foliage. I also performed tests to validity of increasing the amount of apex structures we can have across the whole game. lastly towards the end of the week I have been concentrating on getting the new swamp area up to a high standard before passing it over to the artists.

Joe - Environment Artist

Over the past week I’ve mainly been refactoring the assets for the new Swamp biome which will be compatible with our Multiplayer tree and Foliage instancing systems. I have also finished new prototype visuals for forests/jungles.

Andy - Lead QA

This week I’ve been mostly testing the new AI perception component. New engine update means new bugs which keeps me busy. We also had a birthday in the office, our wonderful level designer Chris turned 21 again so we celebrated with cake. ;)

Yves - Senior Developer

Do you enjoy hitting things with objects made of advanced materials? yes you say? Well good, because this week I’ve been improving and refactoring a new melee system for Multiplayer, squashing bugs together with a friend has never been so satisfying.

Lastly, you can keep an eye on our more immediate progress with our Public Trello Board.

- Team Flix




7 comments Read more

July 17

July Development Update 3



Greetings Pioneers,

While we are currently fixing and bug testing the next release (v0.0.9) we’re going to be delving into the depths of our work habits again this week.

Foremost, due to a lot of unforeseen changes with our Unreal Engine 4.8 update it is taking us a little longer than anticipated to get v0.0.9 out to you all.

We must stress that it is very important to us that everyone supporting the game at this stage gets a stable and enjoyable updated build to play, so we’re making every effort to ensure this is done properly.

We’re hoping our update will be with you by next week, which will include a new flying neutral creature, a new type of interactive flora, and more in depth additional graphical options among many other optimisations and fixes. Thank you all for your patience.

Andy will start us off this week, so let the testing machine take it away!...

Andy - Lead QA

This week I have been communing with the community on steam to try and get to the bottom of the crashes some of you have been having. I’ve also been trying to get Matt drunk but failing  :(

Gav - Concept Artist

We’ve been wrapping up loads of creatures in the pipeline this week to prepare some really exciting additional hostile and neutral alien life to populate Pharus 7. We’ve also been looking at some designs and concepts to integrate some really useful and interesting utilities to add to the playerbase’s players’ bases. (?)

Matt - Art Director

For most of this week I’ve been developing the game mesh for the Juggernaut, along with her textures, materials and additional details. Moving on swiftly I’ll be working on some additional elements for the new UI build system, and a brand new weapon for all you fellow Pioneers to use.

Lee - Technical Director

This week I have been implementing a new perception component into our AI and trying to fix the last of the errors that the recent engine upgrade had broken.

Lauren - Animator

This week I have been focusing on the Juggernaut animations; movement, attacks and recovery. I have also been working on a prototype for the leg smashing with Marcin.

Carlos - Developer

This week I’ve been working on bug fixing, making sure that we fix whatever 4.8 broke! I’ve also been working with UMG and trying to convert some of our HUD into it so that we can turn on more post-processing effects and make everything nice and shiny and rainbow coloured! *crosses fingers*

Joe - Environment Artist

This past week I’ve working on new visuals and workflows for our trees, along with creating test areas to get a good feel for the aesthetic we want to achieve. I have also started on re-factoring the art for all our foliage so that it will work with the new Foliage and Multiplayer systems.

Yves - Senior Developer

Working on network replication for the Mata-Tool weapon. I’ve also been barking mad over tree destruction replication if you see what I did there... notice I didn’t use the word “week”, damn! Just did it there!

Chris - Designer

Over the past week I have been setting up a new swamp area in the current map, testing the gameplay and iterating through it. I've also developed a new tool to allow semi procedural flora to be placed in the world in clumps.

Ricky - Developer

I’ve continued working on the new Build Menu and system, the new more advanced Power Management system and HUD ready for some additional buildables as well as various optimisations for the game.

Marcin - Game Designer

For the most part of this week I have been helping the team with system changes, improvements, but also some bugs that came with the update of the engine. I have also been working on the interactive foliage, creature behaviour designs and a prototype of a big enemy combat mechanics. Unfortunately I don’t have anything finished to show you, but I have a hilarious gif from a very early prototype here. Enjoy!

Tristan - Senior Developer

This week I’ve been in Mongolia. I am one with nature, truly at peace with my surroundings. I am an expert marksman, horse rider and falconer. They now call me Tristman - Warrior of the Plains.

The assets, animations and environments shown here are not finalised and may be subject to change prior to their release.

Till next time Pioneers, Happy hunting!

To view the version of this post with images please visit our home site

- Team Flix

11 comments Read more
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Reviews

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

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

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

Steam Greenlight

Notice: 64-bit Windows Required

You must be running 64-bit Windows 7.1 or later to play Eden Star.

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.




NOTE: The game is currently SINGLE PLAYER only.

Current Features

  • Physics based combat (Smash)
  • Alien Splintermite (Ground Enemy)
  • Alien Ika (Flying Enemy)
  • 1km Map
  • Foliage Destruction
  • Mineral Destruction
  • 8 Material Types
  • Wall running and Mantling

Craftable Weapons and Ammo;
  • Pistol (pre-compiled – Not Yet custom)
  • Rifle (pre-compiled – Not Yet custom)

Multiple “MATA-Tool” Abilities/Upgrade Modules;
  • Kinetic Blast
  • Kinetic Laser
  • Mining
  • Structure Regeneration
  • Reclaim Structures (Undo)
  • MATA-Combat (Smash)
  • Gauss Cannon
  • Basic Melee

Primitive Build-set;
  • Foundations
  • Walls
  • Cubes
  • Ramps

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

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


  • Multiplayer (Co-Op initially)
  • Juggernaut (large ground enemy)
  • Nahmar (neutral flying creature)
  • Alien Swamp Biome
  • Expanded build set (doors, windows, details etc)

In Planning


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

  • Refined Melee
  • 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
    • Hard Drive: 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
35 of 36 people (97%) found this review helpful
1 person found this review funny
3.0 hrs on record
Posted: July 3
Early Access Review
This game is a mix between first-person shooter, tower-defense, and sandbox-survival. This game is Minecaft with a Sanctum twist.

The game is as visually pleasing as it is fluid in movement. You have the parkour abilities necessary to climb almost anything, which makes the game a whole lot more interesting. You can wall-run and shoot down aliens that are attacking you and your base. The game is also very physics oriented which means destroying something from the base topples the entire structure.

So far I have only seen 3 aliens, but there might be more, since the game seems to be infinitely-generated. There are 2 weapons for the player to use, a pistol (which you start with) and an assault rifle. As for defending your 'Eden Kit' (which is your life-support), you can craft 4 (or 5, I can't remember) defensive structures. The game also has basic parts for making a base. On that note, building in this game works very well, I was able to adjust the orientation of everything I placed to whatever I needed.

From what I have read on the forums' this dev-team only releases updates when they are certain it is as far developed as possible, which makes for a far better play experience compared to indie titles that release buggier updates and simply fix them over time.

All-in-all this is an incredible title, all it is missing (in my opinion) is a multiplayer, which would make this one of my top 10 favorite games. I definitely recommend buying, and playing, this game!
Was this review helpful? Yes No Funny
19 of 20 people (95%) found this review helpful
1 person found this review funny
89.7 hrs on record
Posted: July 11
Early Access Review
An excellent Pre-Alpha Early Access game. It's fast paced with a 15 minute "Day" cycle to use for exploration, material gathering, indiginious pacification and building your Eden Complex, and a 3 minute "Night" cycle where your Eden Complex becomes key, defend it, repair it or hide in it. There is much to learn, much to discover and much to upgrade to survive. Despite having an excellent guide and ingame tutorial, be prepared to have several short unsuccessful games at first while you experiment and find out what works and what does not, because what may seem like a simple plan that obviously should work may not! Developers are very active and in touch with the community and seem to try to reply to any bugs or issues reported on the Steam Discussions and/or by e-mail.

Keep in mind this game is still in early developement so it will not be performance optomized, may be prone to crashing on some systems and subject to balance shifts both good and bad.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
2.0 hrs on record
Posted: July 20
Early Access Review
"Eden Star :: Destroy - Build - Protect" Review:

Pros:
1. Very good looking game for a pre-alpha
2. Simple easy to understand
3. Objectives (even tho there currently is very few)
4. Very little bugs for a pre-alpha

Cons:
1. Lack of content
2. Very small map
3. Only two types of enemies
4. Very few building options

Summary:

"Eden Star :: Destroy - Build - Protect" is still in Pre-Alpha build but from my time playing I realized it is a fantastic game (even tho there is a lack in content but hey its in Pre-Alpha). This game has a ton of potential, hopefully there will be multiplayer in the future (but I doubt it). I would definitly recommend buying this game and at least trying it.
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3 of 3 people (100%) found this review helpful
26.5 hrs on record
Posted: July 23
Early Access Review
At the point of writing this I have put in about 19hrs.

Does what it says, and does it pretty well.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
1 person found this review funny
1.5 hrs on record
Posted: July 24
Early Access Review
Things to put in next update:

1. more options like motion blur, bloom, ect. (super laggey and i dont like those things turned on)

2. the ability to work well on 32 bit.

thats really as far as i got within 44 min of lag and not being able to walk run look up or get out of my spawn ;-;

but this game looks good (very good) and the ability to take a monster off the ground and smash them into a tree or another monster looks awesome! (didnt get to do it myself from lag T-T) if u have a 64bit or higher computer then this game can most likley run on your pc.
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