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Eternal Strands on Steam

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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, exploration and action rpg game developed and published by Yellow Brick Games.
Released on January 28th 2025 is available on Windows, Steam Deck and Steam Machine in 7 languages: English, French, Japanese, Portuguese - Brazil, Simplified Chinese, German and Spanish - Spain.

It has received 1,692 reviews of which 1,472 were positive and 220 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 29.99€ on Steam.


The Steam community has classified Eternal Strands into these genres:


Here is the detailed breakdown of supported languages for Eternal Strands:

UI Subtitle Audio
English
German
French
Spanish - Spain
Simplified Chinese
Japanese
Portuguese - Brazil

Media & Screenshots

Get an in-depth look at Eternal Strands through various videos and screenshots.

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.

46 hours played
Sept. 2026
I bought this game on sale for under $10 after reading through many mixed reviews. I played through the demo first, enjoyed it immensely, then played the entire way through the game. This is a good game. Before I bought the game, I read Steam Reviews saying things like the combat is too simple, sometimes wonky, there's issues or bugs, but it's ultimately playable. I beat the game in about 40 hours, which includes every possible sidequest, the main quest, and all collectibles. I think I'm qualified to say the negative reviews are just wrong. Now, there may have been patches released before I played the game, but in its current state, it is solid. I think that at full price, the value is adequate, but if you can find it on sale (especially under $10 like I did), it's an easy decision to buy. You'll get more than enough time in this game to be satisfied, and the core gameplay loop is really enjoyable. This game has something like 7 large maps for you to run through and explore, and I found that addictive. There are sound cues to alert you to secrets and treasures in your proximity, which I thought made the exploration even more rewarding. The material system is good, and I think it evolves well. There are no "bad" or "wasted" resources, even in the late game, because everything can be scrapped and turned into other resources that you need. It makes picking up 150 pieces of softwood actually valuable, which is a struggle in most tiered resource systems. Combat is not as deep as some other ARPGs, but there are 3 weapon types with 10 elemental powers that combine in very interesting ways that also impact the environment. Using fire can start the ground, trees, and buildings on fire, which can even blaze out of control if you're not careful. Ice can freeze the ground, slowing you and enemies. I will say that there is definitely somewhat of an optimal strategy vs general ads, which is probably too strong. (ice wall + 2H). You can actually just spam that combo the entire game and clear every single enemy type in the game with ease. BUT, nothing forces you to do that. You have 10 powers, 3 weapons, and you can do whatever you find to be the most fun. In addition to the general combat, there are giant replayable bosses, 1 for each of the elemental powers, and they each have unique mechanics for taking them down. This is where the game gets comparisons to Monster Hunter and Shadow of the Colossus. I personally find that it's a bit closer to Shadow of the Colossus, and once you've figured out a boss, they're pretty trivial to take down in the future. Each one was a fun little puzzle to solve, and if you need to farm them for crafting parts, that's not hard either. I personally found the bosses to be challenging and interesting, but not too frustrating. I looked forward to climbing on them and smacking their armor pieces off with a giant sword. The story is... acceptable. The romance is dull and unrewarding, but I think that's fine. It exists for those who crave it, and it's very ignorable for those who don't. There is some choice in the game, but truthfully little that is impactful. The philosophy of the game feels a bit too modern and progressive for the setting, but the ending wasn't completely obvious. My biggest complaint about the story is that 6 acts is TOO MANY. Baldur's Gate 3 only had 3, and that was PLENTY. Pretty much every character is completely one dimensional, and progression with your band feels painstakingly slow. Honestly, you play this game for the exploration and the feel of the game. It is fun. If you like Shadow of the Colossus, you'll have fun here. If you haven't, you should still have fun with this game. For $30, it's good enough, but on sale, it's a great value.
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 .
49 hours played
June 2026
I can't believe more people aren't talking about Eternal Strands!! This game has so much heart. Exploring the world, combining magic with physics, climbing giant creatures, and getting to know the cast was an absolute joy. You can tell the devs poured love into it. One of my favorite surprises in recent years, and I hope it finds the audience it deserves.
65 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.
23 hours played
April 2026
A really well-made AA-ish game that plays like something between Breath of the Wild, Monster Hunter and Shadow of the Colossus. Some negatives first: Its physics can be wonky (turning off autoclimbing helps a lot). Its crafting systems are overly simplistic, with only two elemental resistances. Too many enemies are copy&paste. The big bosses are too often humanoid. The world is broken into large zones instead of being continuous. Ranged combat is pointless half the time. The ending feels quite aprupt even if you do the optional final stuff. But, this is easily balanced and then some by how wonderfully the world and the enemies and fighting them is put together. Hunting these large enemies and slowly taking specific elements of them apart to rip out their thread to upgrade your magic with is fun as hell, as is exploring each large zone. The fact that they're not continuous is often also a strength, since it allows each zone to feel quite specific and have specific paths for the big boss. The graphics are quite beautiful (I recommend DLSS on as it helps compared to the other AA techniques, but be aware there's a bug and you might need to briefly disable it each time you go to Cassidin's Hold lest the game crashes). The 2D artwork you see during most discussions in particular is amazing . And, speaking of those discussions, the absolute highlight are your companions who can talk with each other and you while you're out in the field (watching you through a magical scry). The voicework is phenomenal, and in particular Casmyn and a later NPC voiced by the same woman as Hecate in Hades II really knock it out of the park. And gameplay wise the many smaller issues like crafting simplicity are well-mitigated due to the game not being overly long and knowing when it's done, anyways. Really great game. If you enjoy a bit of freeform climbing ala BotW mixed with some crawling around large monsters like in Shadow of the Colossus, give it a try. Great effort from a new studio IMO.

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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 1,472 positive votes out of a total of 1,692 achieving a rating of 8.31.
😎

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.

Yes, Eternal Strands is playable and fully supported on Steam Deck.

Yes, Eternal Strands is playable and fully supported on Steam Machine.

No, Eternal Strands does not support VR.

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 27 October 2026 22:10 UTC
SteamSpy data 21 October 2026 14:13 UTC
Steam price 27 October 2026 20:11 UTC
Steam reviews 22 October 2026 07:59 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
8.3
1,472
220
Game modes
Features
Online players
11
Developer
Yellow Brick Games
Publisher
Yellow Brick Games
Release 28 Jan 2025
Platforms