Remnants of Eden

Outthink the room. Outshoot what hunts you. Master Human speed and Machine precision, survive radiation, seize control of time, and earn your way through 20 shifting floors — each ascent bringing Elias closer to the truth of Eden.

One Developer. A World That Refuses to Die.

Created entirely by one developer, Remnants of Eden connects every floor, mechanic and memory to one purpose: giving you the tools to turn pressure into control—and making every ascent feel earned. Join the community and follow the climb beyond launch.

THE FACILITY CONTROLS THE FLOOR. YOU DECIDE HOW IT BREAKS.

Above the clouds, every floor puts you in a bad situation: hostile machines, spreading radiation, damaged systems and a route that refuses to stay safe.

You are Elias—human in memory, machine by necessity. Across 20 procedurally assembled levels, you are given the tools to turn pressure into opportunity, but never a single correct answer.

Read the room. Choose who controls the body. Complete what the floor demands and make it back to the elevator alive.

When the elevator rises, it should not feel like the game allowed you to continue.

It should feel like you earned the next floor.

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BECOME WHAT THE MOMENT NEEDS.

ONE BODY. TWO SELVES. ONE WILL TO SURVIVE.

At the heart of Remnants of Eden is a science-fiction echo of Robert Louis Stevenson’s Strange Case of Dr Jekyll and Mr Hyde:

One man. Another self. And the growing fear that the one you unleash may eventually become the one that remains.

Jekyll feared what Hyde became when set free.

Elias may not survive unless he sets his own machine free.

But the question follows every transformation:

Are you controlling the other self—or teaching it how to control you?

Human Mode lets you move faster, interact instantly and escape pressure before it closes—but sacrifices weapon stability, heat efficiency and resistance to radiation.

Machine Mode gives you deliberate accuracy, improved heat control and protection from environmental radiation—but moves slower, and excessive radiation can lock it away precisely when you need it most.

Neither form is simply the hero. Neither is simply the monster.

Mastery comes from knowing which self the next five seconds demand.

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RADIATION DOES NOT JUST TAKE YOUR HEALTH. IT TAKES AWAY YOUR STRONGEST OPTION.

Let your exposure climb too far and Machine Mode becomes unavailable—forcing you to survive without its accuracy, efficiency or environmental protection.

A gas mask can protect you. Filters can buy time. An injection can pull you back from the threshold.

None of them make you safe.

Your inventory is limited, and the resource you spend now may be the resource you desperately need after the next door opens.

Every contaminated room asks three questions:

How long can you stay?

What are you willing to spend?

And what abilities will you still have when you come out?

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TWENTY FLOORS. ONE WAY UP. NO FREE ASCENTS.

Each of the 20 levels is assembled procedurally at runtime, reshaping the journey through Aurelian Dynamics.

Industrial chambers, irradiated sectors, elevated walkways, locked routes and hostile spaces reconnect in changing configurations.

The elevator is not a checkpoint waiting to reward you.

Observe the environment. Identify what the elevator requires. Decide how much danger you are willing to cross to obtain it—then make it back alive.

You may learn the language of the facility.

You should never assume you know what waits behind the next door.

Every ascent is proof that you understood the floor well enough to beat it.

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THE ELEVATOR WILL NOT OPEN BECAUSE THE ROOM IS EMPTY.

IT OPENS BECAUSE YOU SOLVED THE FLOOR.

Not every problem can be shot.

Restore power cores. Shut down overloaded systems in the correct sequence. Repair utility circuits. Seal contamination leaks. Clean quarantine growths. Reconstruct broken memories. Search the fallen for the components required to continue.

One floor may test your aim. Another may test your timing, memory, observation or willingness to enter a place that clearly wants you dead.

Progress is earned by understanding the room—not simply by clearing it.

Inside Aurelian Dynamics, every system is also another piece of the story.

Some were built to preserve life.

Others were built to make certain that nothing could leave.

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WHEN THE ROOM TAKES CONTROL—TAKE IT BACK.

Rogue androids pursue you through confined spaces. Drones attack from a distance. Automated turrets control entire sections of the facility. Volt Crawlers transform the floor itself into a threat.

Weapons generate heat. Enemies attack from different angles. Safe routes disappear in seconds.

Survive objectives and hostile encounters to build Eden Sync—then slow the world, expose nearby threats and turn a crowd of attackers into a sequence of decisions.

Eden Sync does not fight for you.

It gives you the time to see the fight clearly.

Change form. Reposition. Break the formation. Decide what happens next.

The facility creates chaos.

Your reward for mastering its systems is control.

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A FATHER SURVIVED. SOMETHING ELSE WOKE UP WITH HIM.

Aurelian Dynamics called it the Eden Protocol: a neural-preservation project created to map the collapsing mind of a terminally ill child.

What remains is scattered across reconstructed archives, broken memory fragments and a facility that can no longer distinguish preservation from imprisonment.

Not every reward is a weapon.

Recover Memory Echoes. Read the abandoned terminals. Piece together what happened to Eden, why Elias is still alive and what the system has been protecting.

MIRA remains beside him through the silence.

And somewhere on every level, Eden’s teddy bear is still waiting to be found.

The deeper you climb, the more the question changes:

Are you uncovering a memory—or helping it escape?

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ONE DEVELOPER. ONE OBSESSION. ONE MEMORY THAT REFUSED TO DIE.

Remnants of Eden was developed independently by a single creator at Red Sunset Productions.

Its Human–Machine duality, survival systems, procedural floors, objectives, combat and narrative were designed to serve the same player journey:

Turn pressure into control.

Earn every ascent.

Discover what remains of Eden.

This is not a story about saving the world.

It is a story about what one father becomes when saving one life becomes indistinguishable from refusing to let go.

Enter Aurelian Dynamics.

Master both sides of Elias.

Survive the 20 floors.

Earn the truth.

MEMORIES NEVER DIE.

THEY LEARN HOW TO SURVIVE.

THE ENEMY WITHIN WANTS CONTROL.

USE IT BEFORE IT USES YOU.

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Obserwuj nas

Wymagania systemowe Remnants of Eden

Wymagania minimalne

Zalecane

OS version

Windows 10 64-bit (version 1909.1350 or later)

OS version

Windows 11 64-bit

CPU

Intel Core i5-10400F or AMD Ryzen 5 3600

CPU

Intel Core i7-10700K or AMD Ryzen 7 5700X

Memory

16 GB RAM

Memory

32 GB RAM

GPU

NVIDIA GeForce RTX 2060 SUPER 8 GB or AMD Radeon RX 6600 8 GB

GPU

NVIDIA GeForce RTX 4070 12 GB or AMD Radeon RX 7800 XT 16 GB

DirectX

DirectX 12

DirectX

DirectX 12

Storage

12 GB available space

Storage

12 GB available space

SoundCard

DirectX-compatible sound card

SoundCard

DirectX-compatible sound card

Additional input device

Gamepad

Wersje językowe

  • Dźwięk: English

  • Napisy: English

© 2026 Red Sunset Productions SRL. All rights reserved. Remnants of Eden, Red Sunset Productions, and their associated logos are trademarks of Red Sunset Productions SRL. This game is a work of fiction. All characters, events, organizations, and locations depicted are fictitious. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Unauthorized reproduction, distribution, modification, or public performance of this game or any of its content is prohibited. Remnants of Eden uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998–2026, Epic Games, Inc. All rights reserved.

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