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.
All Reviews:
Mostly Positive (748) - 77% of the 748 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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Buy Eden Star Pre-Alpha


Recent updates View all (189)

June 22

June Development Update 4

Greetings Pioneers!

All new artwork for the bridge has been implemented this week with new points of interest and minables placed around the world. We wanted to ensure that there is a suitable placement of these nodes that makes them both easy to see while also fitting in with the aesthetic of what and where they are, harder than you think!

Also this week the stalker AI getting some love, A new dodge mechanic and backing away as the player approaches is in the works to make certain AI harder to hit. Initial balancing passes have been started with the minables, weapons and AI in preparation for uploading a test branch and having more people playing and giving feedback.

John - Lead Designer

This week I’ve been organising a test build for the team at the Epic Games Lab at Staffordshire University. This gave us some great feedback to get our heads around.

The day went down a storm and allowed us to focus on some objective gameplay points for improvements for the next steam build. Very exciting to see people getting excited about the big changes we’re making!

Matt - Art Director

After creating a good benchmark for crashed wreckage areas, I’ve moved onto reviewing a lot of the new artwork being pushed into the game. This includes new assets for the bridge areas and Dam surface which create the ruined and ravaged look we’re after.

There are a lot of doors in the game as well, so unification of their look and how you interact with them is on my radar, as well as practical work for the larger blast doors we have as entrance ways to a lot of the larger structures.

Lee - Technical Director

This week I have been ironing out bugs with the Stability/Reaction system with Tom and Laurens help. There are a few more tweaks I need to make this weekend, but the combat with AI is looking really good.

Tom H - Designer

This week I have been creating the points of interest that will inhabit the world around the Transmitter and Silo areas, this includes creating camps long abandoned by men, large rocky outcrops that will provide perilous drops, and sections of ship wreckage that will hold valuable mining materials.

As well as this I have been implementing the assets onto the bridge leading up to the Dam from the Drop Pod, this area now has fully textured assets and makes the area as a whole seem much more broken and worn down. I have been creating large piles of debris that will hold some scrap metal on the ice if you dare to venture down and large holes in the bridge for you to traverse if you have the feet for it!

Yves - Senior Developer

I’ve worked on part of the interaction logic this week, this will allow the UI guys to finish off what they needed to do. I’ve also focused on fixing some of the elements regarding environment oxygen depletion.

Ricky - Lead Developer

Getting the weapons to play unequipping animations when they deteriorate or are consumed in the case of grenades spears of food. Fixed crash with edge case consumables and crash with interacting with foliage now we’ve added the ability to “Use” foliage to gather from them.

Ryan - Developer

Hi, I’m new to the team but this week I have been getting myself up to speed with the project and have been focusing on fixing client-side bugs surrounding the UI and items.

John T - Environment Artist

This past week I have been focused on producing the final few assets for within the dam. This has included floors, wall and door ways. I have also been on the task to apply these within the engine with the necessary material setups experimenting with procedural materials and masking techniques.

Captain Tom - Designer

Further AI developments have been taking place over at Flix HQ, I’ve been working with the lovely Lee and Lauren on implementing a dodge and counter attack for our Stalkers and Huntermites.

Ontop of that, I’ve been optimising our lighting and instanced static meshes, ready for our public release of the build, so everything runs nice and smoothly on supercomputers as well as potatoes (Fingers crossed).

OG Tom - Designer

This week there we’ve been running lots of tests and reviews that have been super helpful to drive the design forward. For me this means I’ve been thinking about rocks more than a normal person should. Based on the review and feedback we decided that we weren’t happy with the current destructible rocks, they were either too hard to find or not obviously minable.

So I have been testing out different styles of destructible rocks in the environment to see what works for both gameplay and visuals. Other than that there has been the usual barrage of getting things fixed like doors, weapons, destruction and crafting.

Will H - 3D Artist

This week has been focused on creating breakable crates for spawning common items. In the end, these two will need to have broken versions in order for them to have a satisfying smash when the player cracks them open. I have also been making various tweaks and properly setting up the bridge assets to be used wherever they're needed.

Marcin - Designer

On the systems front, I have implemented a new method of saving the state of existence of many new objects that new to the game, such as oxygen canisters, crates, and various new weapons. We needed that so the lose items that you pick up as you play can stay gone when you load the game.

We are also undergoing more testing or the objective system and we are starting to look into doing another pass on the collision setup across the world. In comparison to the live version of the game we have new environments and surfaces that need to properly interact with each other and the rest of the game. That is something I will be focusing on next week.

Charlotte - Concept Artist

This week I have been tweaking areas of the medical pack from last week in addition to finishing the design of the water container, tightly sealed in a metallic casing.

Lauren - Lead Animator

Hit reaction and dodge animations have been the focus this week. Starting with the Stalker and moving on to the Huntermite, I have been making sure each AI has a suitable amount of reactions to fit our new stability system that ramp up with each hit.

As well as hit and stagger reactions there will also be a chance for the AI to make a 'Dodge' movement, to take them out of the players range and ready to attack again if you managed to hit them a few times in succession. Along with the AI work I have been fixing up various animation bugs and implementing the hit while blocking animation for the axe.

Jamie - QA

This week I’ve been testing out the different enemies thoroughly and posting bugs to do with their attack behaviour. I’ve also been running through the level and reporting on any collision issues in the critical path in the level along with reviewing and signing off fixed bugs and new features.

See you in the fray!

-Team Flix
12 comments Read more

June 15

June Development Update 3

Greetings Pioneers!

Oh we are indeed perfectionists, there’s a certain level of polish that we’re aiming for here before we unleash these changes upon the world. The quality of the experience and atmosphere is important to us, purely because it needs to be as immersive as possible to be the most enjoyable, even in its incomplete state. Once again everyone's doing a top job of pulling this together for everyone, and a lot has been done this week, including a fully finished model for our Huntermite creature!.

Here’s what the team have been up to:

John - Lead Designer

This week I have been reviewing the game for priority and prepping to take the latest build (with a number of bug fixes) to the Epic Games Center on Monday for 45 people to blast through it and give it a good playtest!

Matt - Art Director

So I’ve gotten to the stage where I’m adding embellishments to certain sections of the drop Pod, Venting atmosphere when you open the airlock, certain ambient sounds etc. Really helping this come to life. There are still a number of things like the players cutscene exit from the chamber when they spawn that need more love, but essentially it's working as designed at this stage.

Breakable glass has also been added to the storage areas around the airlock to add another element of interaction. On another note me and Tom H are starting to add our wreckage areas to the world which make exploring significantly more interesting.

Lee - Technical Director

This week I have completed the stagger/reaction work for the AI. I’ve been trying to work through the bugs with the help of Lauren too. I think we nearly have it bug free. My next steps are to start reviewing the combat with the AI so we can start to put some polish to it

Jon S - Developer

I have been working on a Join via IP interface to allow players to enter an IP to find and connect to specific servers a little easier!

Tom L - Character Artist

Sculpting the Huntermite has come to a glorious end. I'll be moving onto a zombie style character next!

Yves - Senior Developer

I’ve been helping the designers out by working on the interaction functions so that they can carry out actions on the foliage and rocks, we have a system for swapping out static mesh actors with normal ones and the interaction function needed to trigger it.

Ricky - Lead Developer

Started work on Deterioration for designers to start setting those up. Fixed some additional bugs with consumables when picking up a matching item that would unequip the old one, and a bug where modules refused to be equipped at all, preposterous.

Captain Tom - Designer

I’ve had a pretty busy last few days, but have finished off my implementation of the destruction system, so players will be able to hack apart my wonderful creations, as seen below:

Ontop of that, I’ve been breaking down our AI behavior by behavior, was well as continuing to review our current animations :)

Marcin - Designer

My job for the past few days consisted mostly of reviewing and improving our existing game systems. I’ve looked into oxygen balancing, marker positioning and visibility, and the airlock mechanics for our doors, which we’re going to be tweaking next week.

The current implementation of the airlocks feels a bit clunky and unresponsive so we want to improve that flow. Additionally we have started testing on the first implementation of the personal campaign, which is also going to keep us pretty busy.

Charlotte - Concept Artist

This week I joined the team at Flix and have been working on some different pieces of concept art featuring small, medium and large med-pack designs including iterations for a water container.

JT - Environment Artist

First time shower! Taking on a lot of the interior design for the sets and bringing them up to scratch for the game update. Mainly been working on a maintenance set that can do us proud to in comparison to Doom and rest of Eden Stars quality.

OG Tom - Designer

This week I have been taking a look at our melee weapon damage and balancing the amount of damage certain weapons do to both minables and enemies. Also I have been adding the buildables back into the game so you can construct bases but it's now part our narrative progression.

Tom H - Designer

This week I have been fleshing out Points of Interest around the base of the Transmitter down to the silo. This means filling the world with interesting rock structures, small camps, ship wreckage and some enemies and loot, to make sure there is enough for you Pioneers to experience in this world and make sure there is no way you can be bored! As well as this I have been making small design changes to areas such as the Dam, Transmitter and the terrain, all to make these sections the best they can be!

Lauren - Lead Animator

This week I have been working with Lee on the new AI stability system which will improve the feel of how you hit and interact with the AI. For this I have been working on creating new stagger animations along with improvements to what we already have and balancing the stability and attack force values together.

It still needs a bit of work but its getting there! The new system allows for thresholds of stability, so that when you wail on AI they will play proportionally bigger staggers. Next steps will be adding counter attacks so that there is a risk for staying too close for very long...

Along with the stability, I have skin weighted and added in the new Huntermite mesh which is looking awesome.

Andy - Lead QA

Jamie and I were tasked with getting all the issues, both small and large, listed and prioritised this week which has involved lots of Trello work, assigning tasks and bugging the developers in order to ensure that these are addressed.

Will H - 3D Artist

This week has been a continuation of the bridge assets. I have been designing and creating bridge barriers as well as debris and sand piles to help break up the modular look further. Metal railings on the barriers have been kept separate in order for the players to break them and gather resources. As for the debris and sand piles, we can add random items and resources on top for players to grab if they spot them.

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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