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:
Mixed (15 reviews) - 60% of the 15 user reviews in the last 30 days are positive.
Very Positive (630 reviews) - 80% of the 630 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.

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

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

For further details, see the Trello board below.”

What is the current state of the Early Access version?

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

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

We have squished all the bugs we have found but there will likely be more that we haven’t encountered yet, being the small, independent team we are. The tutorial is a work in progress, the controls can be convoluted at times and balancing is ongoing! We know it’s fun, but we want you to tell us if it isn't so that we can make improvements. This is why we wanted to bring Eden Star to Early Access, we need your help to make it the best it can be.”

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

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

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

We want to build an active and involved community to help us shape the future of Eden Star, so we hope the lower price point acts as a lowered barrier for those who wish to help us mold future releases of Eden Star, prices will however fluctuate dependent on Steam Sales and feedback.”

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

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

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


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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Recent updates View all (134)

May 26

May Development Update 3

Greetings Pioneers!

This week we have been continuing with the level work in our internal main stream and it’s really coming together. We’re putting together gameplay sequences, placing lights and sounds and hooking up interactive buttons that do things… :)

Very good news on the condition of our update to the multiplayer with turret upgrades - we've managed to remove the majority of critical crashes! so we confidently say you can expect to see a new version landing shortly.

Here’s what we’ve all been up to this week:

John - Lead Designer

Heading up another fantastic testing session with Staffordshire University. Getting the students involved in UE4 always brings a smile to my face, and it's eye opening for them to see a working title in it's development stages. The production on Eden Star has been rapid these last two weeks as we move to the later stages of implementation where we start to see everything come together!

Matt - Art Director

Lighting passes, mesh work and all sorts have been done. The guys have vastly improved the benchmarks for the different areas of which variations will come throughout the level. Our primary goal has been to replace the design blockout with our tile sets ready for artification. Personally I’ve been working on the silo area and bringing the lighting quality up to standard.

Lee - Technical Director

So this week has been mainly testing the latest fixes to do with the multiplayer server issues. Everything looks good! I can now focus on finishing off moving the AI over to our new behaviour component.

Tristan - Sandwich (Lead) Developer

This week I have been putting in some partial optimisations for the spawning the prefab bases and general level loading. I have also been working on bugs oh glorious bugs. I also made fishfinger sandwiches on monday. For the team. Coz I’m kind.

Yves - Senior Developer

Working on implementing our new melee system, it's looking good and should vastly improve the feel of close quarters combat (plus make it much fairer than it stands currently)

Alex - Designer

Lots more revisions have been made to the transmitter tower this week, making sure it’s a fun play space, that also seems functional and realistic. An entirely new top section has also been modelled and with some inspiration from watchtowers and air traffic control towers going into the design of it. Still lots to do before it’s ready for release but it’s going to be worth the wait.

Ricky - Senior Developer

Preparing to implement the first of 3 shiny new features...

One will allow level designers to build deeper underground. It was a request, don’t tell anyone but I think they want to secretly build one of them evil bad guy superbase compounds underground.

There’s next crafting of makeshift items on the player.

And finally finishing touches to the new use interact system which will enable you to do things like pick up items from the floor or either tap or hold the use key to do different actions such as open a blocks inventory or use it in some other way. This will also allow you to pick up items even while having a weapon equipped.

Joe - Environment Artist

So this week I started on the Silo base - while Matt was working on the awesome Silo area itself, I took a look at the hallways, entrance and corridors that lead to it. They will form a long-abandoned laboratory that should be good for short/mid range combat and tense exploration of a creepy sci-fi facility. I also took a look at some of the collision/navigation issues with the new areas with Marcin, paving the way for exciting AI interactions using all the new Melee and combat systems.

Tom W - Designer

This week, I finalised the Dam’s interior, adding multiple entrances and exits, allowing for a variety of ways to explore the area. Now that the layout of the Dam is complete, I’ve moved on to producing the high-poly assets for various important areas, starting off with the Power Generators.

Lauren - Animator

This week has been mostly about axe animations, improving the feel of the swings for mining rocks and rigging up the latest axe model with the pointy pick side. I've also been continuing work on 3rd person locomotion, working on new crouch movement animations and tweaking player acceleration.

Andy - Lead QA

This week I have been working Lee and Trist on the fixing of multiplayer and optimisation of the game. I’ve done several reviews of the Dam, Transmitter and Ancient Eden Kit and worked with the guys to iron out any tweaks we decided upon.

See you in the fray!

-Team Flix

5 comments Read more

May 19

May Development Update 2

Greetings Pioneers!

The new level locations have come on leaps and bounds since even last week’s feature. The art team have been steaming ahead with the new introduction gameplay and layout. The animation updates are coming along nicely and the axe melee functionality is coming together.

Most of the dev team have been deep in the belly of UE4 network code to resolve issues with crashes on respawning in multiplayer but the good news is we are nearly there. We have also been profiling the cause of the long loading times and looking at ways we can optimise our building assets to reduce this significantly in a future update. Thank you for your patience!

Here’s what we’ve been up to:

John - Lead Designer

Production heavy week for myself. Organising sprints and organising the guys into teams. Exciting to see the weapon/melee system changes come to fruition, and the new art and design team moving everything forwards! Hope you're ready for some lovelies

Matt - Art Director

A virtual metric tonne of awesome stuff has been completed over the past 5 days. I’ve been working on fleshing out our start area, including new assets for the extended drop pod. Done a clean up for our company website, and planning for new lighting setups in the new encounter locations. Feedback and playthroughs with the rest of the designers and artists for our art passes on several locations. All of which is evident from the latest screen grabs!

Lee - Technical Director

This week I have been working towards fixing a crash we were getting with the server and another issue where the player would get dumped from the server. I’ve also continued work switching the AI over to using a new behaviour component.

Tristan - Senior Developer

This week I have been looking into crash fixes with Lee and and also profiling the load time issue in more detail so we can put something together for reducing this. It’s looking promising so far.

Ricky - Senior Developer

Got quite a few bugs marked off this week. Lots of quality of life changes and a Save Load bug which meant armour didn’t save it’s integrity correctly. We also had some odd problems with collision settings pointing to the completely wrong things, but somehow still worked… I blame the gnomes

Marcin - Designer

Finally i have something to show. This week I have been putting the new melee system designs into a prototype to make sure it all works as intended, feels good, and there are no unforeseen blockers. I am very happy to say that the we’ve made very good progress with it, an all is going well.

The idea behind the new system is to detect, categorise and prioritise what’s in front of the player and make sure the weapon always swings to hit the most important targets and feels good (meaty) doing it. The enemies always take the highest priority, then the destructible, etc. The work is still in progress, of course, so I’ll keep you posted.

Joe - Environment Artist

Getting on with some dam work! Ahem… This week I finished creating the assets for the inside of the dam so Tom could continue arranging everything beautifully using his legendary interior design skills. I then moved my attention to the outside - working heavily on terrain work and asset placement in the world for the player’s starting route based on feedback from playtesting.

Next on the list was the exterior of the dam itself. I started on a new set of exterior meshes and swapped them out, as well as adding a few more areas to explore on your way up! By the end of today I want to get a complete whitebox blockout of the outside of the dam. Dam. Dam dam dam dam.

Alex - Designer

I’ve been busy this week concentrating on making the finishing passes on the transmitter towers, making tweaks on lighting and enemy spawn locations, placing items and starting to finally add art assets so it’s less of a plain grey box. On the side i’ve also started making some passes on the small maintenance buildings at the side of the transmitter towers, these will be cool little places to explore and loot up before your ascent.

Lauren - Animator

This week I have been working on implementation of some new third person movement animations for when using ranged weapons, these will create a contrast between moving with a weapon and moving while unarmed. In addition to this I have been tweaking axe swing animations as we have progressed with the new melee prototype, which is feeling great so far. The next steps with this will be block and parry animations in conjunction with adjusting enemy attacks and encounters.

Tom W - Designer

This week I've been working on the final pass for the Dam, doing my best to make it feel like a living, breathing place, as well as introducing passageways and hidey-holes for enemies to emerge from. With the layout of the Dam finalised, I’ve started to move more into the 3d modelling side of things, starting with the high-poly for our generators!

Andy - Lead QA

Before I get started I would like to draw your attention to a blog we posted a while back. In it I mentioned that Matt was meant to get me a peanut butter KitKat chunky, but in actuality got me a regular KitKat Chunky. Needless to say I was very disappointed and I thought it a slight that could never be topped. That was until this week. It was a Tuesday morning, I was busy working away along with the rest of the team when the phone rang

“Hello, Flix Interactive” I said in my best phone voice.

“Morning bro” came John's reply

“Whats on boss man?” I playfully inquired

“Just on my way in now, do you need anything from the shop?”

I was very glad of this as I’d not had the chance to get to the shop myself and needed some peppers and some broccoli. He said he’d be happy to get them. So I settled into my day's work content in the knowledge that I would be eating good that night.

Alas, the scoundrel never came up with the goods so I’ve been surviving on a diet of brown rice and coffee (not together, obviously) which in turn lead me to be lethargic and distracted by wild hunger pains.

But on a work related note, the guys have been smashing it. The new drop pod, Dam, Transmitter tower and the ancient eden kit silo have had all the pretties added to them and they are really starting to feel like an exciting game environment.

I'm also happy to report that we have had lots of activity from the folks on the UDN regarding our multiplayer issue and we are starting to fix up loads of the bugs.

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
  • 4x4 km World
  • All New Crafting Inventories
  • 20 + Material and Compound Material Types
  • Colony Creation System (Teams)
  • Physics based combat (Smash)
  • Splintermite (Ground Enemy)
  • Cerberus (Wolf)
  • Stalker (Ground Enemy)
  • Ika (Flying Enemy)
  • Ika Viper (Flying Enemy)
  • 5 Wildlife Creatures (neutral)
  • Swamp Walker (Neutral/Defensive Creature)
  • Swamp Biome
  • Forest Biome
  • Foliage Destruction
  • Mineral Rock Destruction
  • Wall running and Mantling

Weapon Combos and Ammo;
  • Pistol
  • Machine Pistol
  • SMG
  • Assault SMG
  • Heavy SMG
  • Rifle
  • Assault Rifle
  • Assault Shotgun
  • Heavy Rifle
  • Long Range Assault Rifle
  • Sniper Rifle
  • TAC (heavy) Rifle
  • Ammo Clips for each reviever variant
  • Gauss Module Flechettes
  • Reflex Sight
  • Sniper Scope

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

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

Functional Structures;
  • Eden Kit
  • Auto Turret
  • Energy Turret
  • Missile Turret
  • Energy Walls
  • Doors & Doorways
  • Energy Generator

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

In Development

  • Splintermite Queen (large ground enemy)
  • Weapon - Grenade Launcher
  • Weapon - Frag Grenade
  • Expanded build types & Decorators
  • Fauna Creatures
  • Vehicles

In Planning

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

  • Further Refinement of Melee (Combos)
  • Expanded World
  • Additional Pioneer Characters
  • Steam Achievements
  • Health Packs
  • Craftable/ Upgradable Armour
  • Utility buildings (generators etc)
  • Caves/Catacombs
  • More enemies!
  • More neutral creatures
  • Robotic allies
  • Vehicles/Mechs
  • Procedurally generated loot and rescources
  • THE GAWR...

Current Feature Overview

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

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

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

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

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

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

This Will Open Up A Browser Window

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

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

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

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

System Requirements

    • OS: Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1.
    • Processor: Intel i5 CPU @ 2.40GHz (4 CPUs) / AMD X8 FX @ 3.5GHz (8 CPUs)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 650 / or AMD equivalent
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: 100% DirectX 10 compatible
    • Additional Notes: Over time content, programming changes and feature updates may change the system requirements for this game. Some system components such as mobile chipsets, integrated, and AGP graphics cards may be incompatible. An internet connection may be required to access in future.
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Mixed (15 reviews)
Very Positive (630 reviews)
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