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Eternal Strands on Steam - User reviews, Price & Information

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A next-generation action experience where the elements obey you, the terrain bends to your will, and every victory is entirely your own.

Eternal Strands is a action-adventure, female protagonist and fantasy game developed and published by Yellow Brick Games.
Released on January 28th 2025 is available only on Windows in 7 languages: English, French, Japanese, Portuguese - Brazil, Simplified Chinese, German and Spanish - Spain.

It has received 933 reviews of which 833 were positive and 100 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 29.99€ on Steam.


The Steam community has classified Eternal Strands into these genres:

Media & Screenshots

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 / Windows 11
  • Processor: Intel Core i5-9400 / AMD Ryzen 5 3350
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 1660 Super 6GB / AMD Radeon RX 5600 XT 6GB / Intel Arc A580
  • DirectX: Version 12
  • Storage: 24 GB available space
  • Additional Notes: SSD required. The settings above reflect game performance at 60 fps at the lowest graphics setting upscaled from 50% of 1080p resolution (without Frame Generation).

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

75 hours played
June 2026
Eternal Strands stands out as a heavily systems-driven action game that offers a great wealth of player expression options for use in its mechanically believable physics-driven world . As far as I’m concerned, that alone already makes Eternal Strands an extremely fun experience ; and a pretty bold one at that, considering how many people stand ready to outright dump on this game for daring to try something interesting without managing to avoid having some rough edges here and there . The main selling point of Eternal Strands is its great level of environmental interactivity , as its various medium-sized maps effectively function like little physics sandboxes. You can set fire to pretty much everything with your spells or by destroying flammable objects in the environment, and you can put those fires out again with frost magic. Frost spells also freeze enemies and dynamically create frozen platforms to help you traverse the environment. If you’re not in the mood for platforming over frozen outcrops, you could also use your kinetic powers to catapult yourself across the map, keeping in mind that the weight of your armour determines how far and how fast you’ll move when acted upon by an outside force, in addition to changing your general movement speed and inertia. Meanwhile, climbing in heavy armour has you gasping for stamina quicker, and using heavier, more powerful weapons will help you destroy environmental objects by overcoming the material’s inherent damage resistance more readily than a quicker one-handed weapon would. Eternal Strands is fundamentally built upon systems such as these as well as their interactions with each other; and that’s precisely what makes the gameplay so entertaining. It’s a truly systems-driven action game that rewards players for understanding how the world works and interacting with it through the various weapons and spells available. That’s also why the game’s approach of not offering one huge persistent open sandbox world works so well for Eternal Strands. After any given mission, the map you were just playing on is likely largely destroyed and half burnt, as fire spreads naturally unless you take great care to control it. So it’s a good thing these maps effectively reset when you teleport out. And that’s not the only gameplay element where I feel like Eternal Strands has some extraction shooter DNA in it, since the core gameplay loop consists of entering individual maps to complete quests and gather crafting resources before extracting via a portal. Notably, there are no experience or skill systems to increase player power over time. Instead, Eternal Strands relies entirely on you upgrading your gear and spells using resources found in the environment or harvested from slain enemies . Personally, I’m not a great fan of pushing crafting systems into every game, but it works remarkably well in Eternal Strands, especially since you can disassemble any piece of equipment to return ALL of the resources used in crafting it. The game can still be a bit grindy, but such clever features ensure you won’t have to endlessly pour resources into the crafting system , since you always retain everything you’ve managed to extract from a map, even if you get rid of a crafted item. And towards the end of the game, you even get the ability to effectively exchange lower-level materials for rare high-tier materials , which further lightens the grind. But like I mentioned above, Eternal Strands does stumble over some problems with implementing its systems, and some of them seem pretty obvious from a player perspective. To give just one example, Eternal Strands allows you to freely climb any surface in the world as well as all of the giant boss enemies . Our main character effectively 'sticks' to every vertical surface and you have to press a button to let go. This works pretty well during exploration; but in boss fights, it more often than not leads to you sticking to surfaces you never intended to climb, forcing you to struggle with the climbing system while also fighting a massive golem with a flaming hammer. The developers addressed this in a patch which now allows you to disable auto-climbing in the menu . If you do that, you now have to press a button when touching vertical surfaces to start climbing. But this now leads to situations where climbing uneven surfaces can sometimes 'detach' you automatically when the climbing surface briefly becomes more horizontal and the game puts you back into 'walking mode'. If you’re unlucky, that horizontal bit may be slanted just enough so that you slide off again. I’m by no means a game design expert, but I look at these two systems and I wonder why the devs didn’t just implement a climbing system where you hold down a button to get into 'climbing mode' and let go of it again to stop climbing. I can only assume they didn’t want to do that so players using controllers wouldn’t have to constantly hold down a button or trigger. But why not make it an in-game toggle? Instead, we can only switch between these two separate climbing systems in the main menu now. Likewise, Eternal Strands’ writing has proven to be very divisive with a lot of people, and I can totally understand why. There’s lots of very linear dialogue in the game, and while the voice acting is very good , all of the dialogue is presented in visual novel style with static character sprites . So there’s really nothing to hold your attention visually, making all of the narrative bits feel like listening to an extensive audio book; which wouldn’t be so bad if not for the fact that the writing can become really grating after a while. While I enjoy a lot of the pretty extensive worldbuilding, the dialogue writing really suffers from its relentlessly positive mood . Yes, I know that sounds weird, but do you remember the Mass Effect 2 era, when video game writers suddenly decided all characters had to be morally grey, have dark secrets and constantly fight among each other because 'constant conflict = mature narrative'? Well, Eternal Strands does the same thing, except it goes hard in the opposite direction. I certainly appreciate sensible characters peacefully working together towards a common goal Star Trek: The Next Generation style, but Eternal Strands seriously overdoes it. Its characters constantly have to remind each other about how much they appreciate each other, what valuable party members they are and so on. That might sound refreshingly positive at first, but when a game is so chock-full of dialogue, it can quickly become annoyingly one-note . Your mileage may vary, naturally. To me, none of these downsides are enough to overshadow the seriously fun systems-driven gameplay set in an amazingly beautiful world which Eternal Strands offers, though. Would I pay full price again for the game? Yes, I would! Because Eternal Strands may have its weaknesses, but I’d rather enjoy a game that tries bold things and leaves some rough edges, rather than one that plays it safe perfectly . When I’m telekinetically picking up enemies and throwing them into each other Control style, climbing over the entire map, desperately hanging onto a dragon’s wing in mid-flight, making invisible enemies visible with frost magic or summoning fiery golem companions that end up setting the entire room ablaze, I quickly forget that the climbing can be a bit finicky and the writing is too one-note for my taste. And if you’re in the same boat, then you might just agree with me that for all its faults, Eternal Strands is both a bit of a diamond in the rough and a real hidden gem among action games .
23 hours played
June 2026
Fun action adventure title. Limited open areas that reward thorough exploration to an extent without pressuring the player to scour every last nook. Character power progression happens (as far as I can tell thus far) primarily via upgrading or craft-replacing equipment, with good freedom in the choice and selection of materials, procurement of which is largely based on somewhat random drops and harvesting from randomized spawns around the environment. Combat is mildly challenging, involving use of a variety of tools/spells/weapons for any specific set of circumstances. It also involves timed blocks/parries and freely climbing on larger foes. The art style is pretty and colorful, with cutscenes being drawn animation sequences rather than in-game visuals. Don't expect hyperrealism, it's plenty good to immerse yourself and have fun tho. Side characters and dialogue has been a mixed bag for me but that's personal preference. They all seem well designed and written (thus far). The most pressingly positive thing in my book is that, at least as far as I've played thus far, the game's story doesn't put a "looming doom" over your head. It's a bunch of people exploring a place. For me personally the game has conjured a sense of low stakes exploration I've missed for quite a while. In these fantasy settings it's usually always "gods this" and "end of the world that"... I might change this text if I hit something like that later on.
29 hours played
March 2026
Eternal Strands is an action game that's a little bit Monster Hunter, a little bit Dragon's Dogma, a little bit Magicka, all wrapped in what feels like a young adult fiction wrapper. It's one of those games from a first time studio that has limitations and frustrations that you can't help but feel, but still ends up being a decent time. Eternal Strands takes place in a world where a magical explosion decades ago caused catastrophic environmental and political changes, sealed the epicenter of magical knowledge and talent behind an impassable Veil, and caused widespread distrust of magical 'weavers'. You play one such weaver, Brynn, whose group ends up getting stuck inside the Veil and has to focus on surviving and trying to figure out what's happened inside over the last few decades. In terms of gameplay, this ends up with you selecting from a variety of unlocked regions, going to gather materials, fight enemies, finding new schematics and codex entries, and pushing the plot forward. It's effectively a mission based format, where the materials you safely bring back form the basis for crafting and upgrading your gear and fulfilling quests. Combat is relatively straightforward, with a few weapon categories you can use and enemies that never get too complicated or difficult but aren't trivial either. If you'd like you can fine-tune your gear by using particular materials to focus on particular capabilities (better defense, heat resistance, cold resistance), but I didn't find that overly necessary. The main things that Eternal Strands has going for it in terms of gameplay are twofold - the fights against large scale enemies, and the interplay of the magic elemental abilities these fights grant you. You'll run into a variety of huge boss enemies that you have to take down by breaking off/damaging parts (often by climbing all over them), ideally exposing a magical center that you then harvest for magical strands. These directly become a set of magical abilities divided between kinetic, frost, and fire magic; you'll start with normal abilities like a telekinetic throw, flame breath, and ice walls, but also gain access to things like a gravity well, frost mines, and a fire elemental pet. The interesting part of the game and environment become how those three elements interact with each other. You'll find yourself flinging explosive plant pods at enemies to start fires, use ice to cool off fires, or trap enemies inside a firestorm by breathing fire into your gravity wells. Not only does the game encourage you to learn and use the interplay of the elements by making them interesting to use, but the materials you can harvest from enemies are often improved by using fire/ice appropriately, like getting better quality metal armor pieces off a construct that you superheated. You can primarily play the game just having fun doing neat mage things, though the game does give you some extra tricks with your weapons, like a kinetic elemental greatsword that gives the ability to do a 25-foot vertical backflip uppercut slash. Weather effects in each zone further add a wrinkle; a drought zone will have flames rapidly spread out of control, and flash freezing causes huge ice crystals to spawn that cause large parts of the map to freeze over and impede movement. The experience as a whole does have a bit of a ceiling, with those cool and fun moments being tempered by the limitations and frustrations that tend to come along with a studio's first game. The story's fine, but relatively generic; each character has their tropey lane they stick in, and conflicts are generally resolved quickly without too much drama or longer term impact. Enemy variety is adequate but feels a bit thin, with lots of palette swap type enemies just representing different elements. The boss fights are interesting at first and force you to do more than just empty a HP bar to get the magic upgrades you'll want, but do wear their welcome out a bit; they basically all feel like slight variants on a large bipedal giant, a flying bird/dragon, or a large ground lizard. The elemental interactions are interesting but limited, since it's just the three elements in total and kinetic magic often just serves as a way to more efficiently distribute ice or fire as the situation merits. Targeting on some of the magic feels inconsistent, like aiming/drawing your ice walls or actually keeping enemies in your flame breath. Boss fights sometimes also just end up turning into a hunt for extra healing potions due to attacks that feel unnecessarily difficult to dodge at times. Ultimately I finished the game doing all the sidequests but not worrying about full codex/schematic completion in 29 hours; not too long a game, and just right on the cusp of wearing out its welcome. There's a pretty obvious sequel hook in place, and I think that a followup that fixes some of the rough edges here and really fleshes out the elemental interactions - ideally by adding more elements - would potentially be quite good. I got Eternal Strands for $12 on sale, though, and for that price it's easy to forgive a lot of the game's rough edges.
69 hours played
Nov. 2025
It is a simple straightforward game. I liked taking out the giant monsters, and found the game play quite enjoyable. The story was alright and interesting enough for me to finish the game, maybe the setting is a bit more interesting than the story itself. Combat was alright nothing to complicated but combined with magic interesting enough to mess around and try to do some fun and cool things. If you're a anti woke person than this game isn't for you probably ... not because its woke but you'll think it is, so might as well skip it and spare the people who liked the game from you later on complaining about a non-binary character, a strong female protagonist or something the like.
59 hours played
Aug. 2025
Wonderful game, 1 part breath of the wild, 1 part monster hunter, 1 part shadow of the colossus. can be a little clunky but as a whole it is super fun to play. Good writing and lines. if you are offended by "woke" I wouldn't buy this game, this is some of the highest density gay I've ever seen in a game haha. 10/10 would recommend

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Frequently Asked Questions

Eternal Strands is currently priced at 29.99€ on Steam.

No, Eternal Strands is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, Eternal Strands received 833 positive votes out of a total of 933 achieving a rating of 8.43.
😎

Eternal Strands was developed and published by Yellow Brick Games.

Yes, Eternal Strands is playable and fully supported on Windows.

No, Eternal Strands is not playable on MacOS.

No, Eternal Strands is not playable on Linux.

Eternal Strands is a single-player game.

Yes, there is a DLC available for Eternal Strands. Explore additional content available for Eternal Strands on Steam.

No, Eternal Strands does not support mods via Steam Workshop.

No, Eternal Strands does not support Steam Remote Play.

Yes, Eternal Strands is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Eternal Strands.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 23 July 2026 17:25 UTC
SteamSpy data 25 July 2026 15:11 UTC
Steam price 29 July 2026 10:48 UTC
Steam reviews 28 July 2026 20:06 UTC

If you'd like to dive deeper into the details about Eternal Strands, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Eternal Strands
  • SteamCharts - Analysis of Eternal Strands concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Eternal Strands compatibility
Eternal Strands PEGI 12
Rating
8.4
833
100
Game modes
Features
Online players
18
Developer
Yellow Brick Games
Publisher
Yellow Brick Games
Release 28 Jan 2025
Platforms