Maia is a colony building game set in the not-so-distant future. Your colonists make planetfall on a hostile world and you must ensure their survival and their safety, constructing their off-world habitat from almost nothing and sheltering them from a dangerous, often deadly environment.
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Data de lançamento: 3/dez/2013

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“Hi! Thanks for checking out our early access release of Maia. Alpha access gives us the unique opportunity to work with the community and craft the game together. Maia is a game with unprecedented complexity, and developing features directly with our players allows us to refine these intricate game systems to create a world that really feels alive.”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“We want to keep development hurtling forwards at a steady rate and plan to release update builds once a month as the game progresses. (You'll often see smaller updates go out sooner as we push out important fixes as soon as we have tested them.)

We just released 0.55! After that we will be releasing the campaign, extra single player maps and full modding tools over the coming months, whilst refining the game and adding greater depth to the content.”

Como a versão completa será diferente da versão de acesso antecipado?

“We plan for the full version of the game will have a complete single player campaign as well as the current sandbox mode. The campaign will last between 10-18 hours, depending on the player, but we expect the sandbox mode and additional single player maps (and of course mods) to give the player potentially endless replayability.”

Qual é o estado atual da versão de acesso antecipado?

“The game is still very deep in development, so many things might be broken. Sometimes in a rather amusing manner, sometimes... less so. The current sandbox build (0.57) has the core game play of colony building, colonist interaction and base simulation, the best is still to come.”

O preço do jogo será alterado após o fim do acesso antecipado?

“We have priced the game at a reasonable price to avoid people impulse buying the game in it's early state. Once the campaign is in, and the community feels that we have hit the right level of quality, we will be raising the price to reflect it.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“We try to read every forum post and email sent to us and work hard to consider and incorporate peoples feedback into the game.

You can follow updates and give us feedback on the game via Twitter on @Maia and on forums.maiagame.com.

On https://dev.maiagame.com you can view changes going into the game in real time as we develop it.

IRC users can join us on #maiagame on Quakenet. If you want to talk directly to me, the developer, I am @Simoroth on Twitter!”
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Atualizações recentes Ver todos (27)

17 de fevereiro

0.60 Love and Lava

Alpha 0.60 is here! Lava can now rain down into your base, incinerating anything in its path. Here's a video of me showing off the new features and changes to the game:

https://www.youtube.com/watch?v=20AsxhlpBkU

Lava
Lava, (perhaps more accurately, magma) is now in the game! Maps with high tectonic activity will run a huge risk of lava breaches, that will pour into your colony and destroy anything in its path. Watch as your equipment and colonists die gloriously in the all consuming fire. The system is a full 3d fluid smoothed particle hydrodynamics simulation so has realistically simulated viscosity, density and pressures all running in real time.



 
Memories.
All intelligences in the game now have a detailed long term memory, allowing them to remember their actions, moods and feelings. In their emails, colonists will now comment on what they did in a day, why they did it, how they felt about it, how important it was and even details down to what the bases conditions were like at the time. Domestic and alien creatures will use their memory to make better choices in the future, such as returning to a place they found food or warmth.


 
Relationships
Colonists can now make friends, build relationships, fall in love and make enemies. The relationships will change their attitudes towards each other, their moods and their behaviour in the base. New interactions, such as arguments, follwing and shoving will come about as colonists get to know each other.
Interface improvements
The game's zoom has been improved substantially to allow you to get in close to the action, and also to allow you to pull back for a wider overview of your colony.

Many small changes have been added to the user interface to improve object placement, such as wall-snapping auto-rotation of items and object-type rotation memory, to allow for consistent placement when placing several duplicate items. A small amount of latency has been reduced from the mouse movement which will also make things feel more responsive.

The new mission-day counter on the top right of the screen will give you a better feel for your base's progress as you track the passage of time.



 
Other notable Changes:
  • Plants can now be harvested earlier if needed. Priority is given to plants that are fully matured.
  • Colonist food preparation priority increased.
  • Extra detail added to colonist emails regarding food and base planning.
  • Pressing escape from the options menu now takes you back to the game.
  • IMP digging cancel requests no longer pop up if there are no dig orders.
  • Colonists can now request to disable the alarms for a short period of time.
  • Game window buffer swap now performed before the frame end sleep, to improve responsiveness.
  • Tweak for world gen to prevent jungle worlds!
  • If water need is higher than food need, the colonists may now eat to fulfil it too.
  • Colonist water need only hijacks food need if need is greater than 50%
  • Eating now gives a bit more water.
  • Solar arrays now correctly advertising food need to the vox nocturna.
  • Geothermal generator now repairable by robots.
  • Twilight Zone mission ending and some text fixed.
  • Colonists will no longer go outside without suits to shoot or inspect downed aliens.
  • Fix and tweaks for medical room items build priority.
  • Chance of leg or arm fracture from earthquake reduced down to 2% for each.
  • When choice to torch medical beds is given and dismissed colonists will only have a 25% chance of getting gastric distress instead of 100%.
  • Fix for geothermal generators causing colonists to go outside without suits on.
  • Sitting on the floor was not giving colonists enough rest. Therefore if you did not build colonists beds before they got tired your base would become very unmanageable.
  • Entire world object placement generation code updated. Must faster now, and you will always have some creatures on the map.
  • Colonists have a little more water in their bodies now.
  • Sweating reduced when dehydrated.
  • Sweating reduced to two litres per hour equivalent. If a colonist has one litres of sweat on their body, sweating now stops.
  • Fix for announcer bugs.
  • Food prep priorities tweaked a little bit.
  • Object destruction order priorities tweaked on many objects. Fossils are rarer. So less likely to jam up your storage room in the early game.
  • Gaps removed from emails.
  • Multithreading improved for systems with four or more cores.
As you may be aware, we are rapidly approaching beta, so do send us all your bugs and issues. The estimated date for the 1.0 release of Maia is now the end of May.

That's all for now. If you like these updates be sure to drop us feedback via Twitter and Steam reviews.

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30 de novembro de 2016

0.59 Foundation Hotfix.

I hope everyone enjoyed trying out the latest update over the weekend. I've been working like a mule to smooth off a few of the rough edges.

Here's the main changes gone in over the last few days.

Tuesday:

  • Sweating reduced to 2 litres per hour equivalent. If a colonist has 1 litres of sweat on their body, sweating now stops.
  • Grass is no longer an impediment to path finding.
  • Utility robots and colonists can now crush grass when going over it.
  • More grass spawned on the world, better clumping.
  • Email system scrolls to newest email if the user does not have one open and is not mousing over the "scroll back" button.
  • Potential fix for colonists complaining about no minerals when there is a hopper available.
  • Removal of confusing save and load buttons on game hud
  • Fix for announcer seldonly causing a crash when fire is started in an unknown room.
  • Fix for announcer announcing fires instead of rations low.
  • Fix for announcer announcing power depletion instead of power low.
  • Removal of strange 1MW output claim on wind turbine text.
  • 32 bit exe updated for people on ancient Windows.



Monday

  • Research room incorrectly labelled.
  • Incomplete door no longer suffers mechanical damage.
  • Incomplete door no longer blocks atmosphere.
  • AI agents now have a temperature weight (in addition to distance and need fulfilment). This weight reduces the chance of picking a task by 2.5% for every 10 degrees C away from 21 degrees Celsius.
  • Minerals in storage room now have a higher needs fulfilment for colonists than those in excavated areas. Minerals in the hopper now have a slightly higher needs fulfilment than those in the storage room.
  • Unbuilt doors can no longer be locked.
  • Colonist action level fixed to correctly change fatigue.
  • Chance of yawning increased when tired.
  • Fatigue fixes and balancing.
  • Colonist perspiration and ambient heat loss balancing. Fix for excessive sweating.
  • Sweat, ventilation and misc bodily water loss updated with better science.
  • Ventilations effect on room atmosphere now more accurately simulated, taking into better account lung capacity, CO2 toxicity and breath rate.
  • Potential fix for energy storage depleted complaint from Announcer.
  • Atmosphere generator output increased slightly.
  • Fix for lander lockups when there are no spots for a landing.



Sunday

  • Linux lib issues fixed which were preventing the game from starting on some systems.
  • Small lighting system performance optimisation.

Again thanks for all the bug reports and save files.

I'll be releasing 0.60 quite soon. We haven't quite nailed down the feature list yet, but it should bring a few very anticipated things from the road map.



Keep up to date with the progress of the game on dev.maiagame.com!

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About This Game


Maia is a strange and hostile alien world, toxic to humans, yet lush with new life. Your mission is to colonise this poison eden, survive it's dangers and establish humanity's first foothold in the stars. Created by independent developer Simon Roth, Maia is a space colony simulation game about surviving and thriving on another world.

Build your Base


Burrow into Maia's mineral rich crust to build and manage a complex base that fulfills your colonist's needs. They'll need somewhere to sleep, somewhere to build and a steady supply of food, water and energy.

An Enormous Procedurally-Generated World


Twelve light years from earth, the planet 3452C[Maia] circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares and meteor blasts and its unstable crust is constantly shifted by earthquakes. Nevertheless, it is theoretically habitable. Explore Maia through a series of vast procedurally generated mission areas, each one up to 2km by 2km in size.

Challenge Yourself


In addition to the sandbox mode players can take on four specific missions, with more to come in updates. Deal with an influx of refugees from a stricken space station in Cassiopeia, survive the perpetual night of arctic winter in The Twilight Zone, study Maia's local ecosystem in SN1572 and begin to terraform the planet in the shadow of an active volcano in Stratospheric Sulphates.

Research and Learn from the Planet to Survive


Maia is a hard science fiction game based on real or extrapolated technology. Some of the colonist's tools have been brought with them, but others must be fabricated from what they can find. Once your base is up and running colonists can begin to study the native environment researching new ways to use the flora and fauna of Maia to their advantage.

Dangerous Atmosphere


Maia's atmosphere is toxic to humans, so to keep safe you'll need carefully manage the atmosphere around your base with well placed airlocks, atmosphere generators, heaters and air vents. Air flow and heat circulation are realistically simulated, emulating the deadly challenge of surviving on an alien world.

Advanced Colonists AI


In Maia you don't have direct control of your colonists, they operate on their own initiative, fulfilling their wants and needs. You'll need to take care of both their bodies and minds if you want any of them to survive.

An Army of Robots


Colonising an alien world isn't something humanity can do alone, instead they've created robotic helpers to do the jobs they don't want to. The I.M.P. robot digs through Maia's crust and collects useful minerals, while the Utility Repair Robot takes care of all that routine maintenance humans can't be bothered with.

First Person Mode


Experience Maia through the eyes of your pet robots. Assume direct control and explore your base in first person, directly interacting with it by performing your robotic tasks. Become part of the world you've built.

Genetically Engineered Super Chickens


To survive, your colonists will need to create and manage new sources of food, thus the people of Earth designed the genetically engineered super chicken, the Uberhuhn. With enough time and diligent research you can even begin to collect and herd the native wildlife of Maia. Unfortunately most of it tastes terrible.

Custom Engine


Maia runs on a custom game engine made by independant developer Simon Roth. It is used exclusively in Maia and is purpose built specifically to support this game.

Immersive Soundtrack

Maia's immersive sci-fi soundtrack adapts and responds to in game events, ensuring it always reflects the mood of the game.

The Inspiration

Maia was inspired by games such as Dungeon Keeper, Theme Hospital and The Sims. It mixes strategy, management and construction with dark gallows humour about the many dangers of an alien world. Maia also draws from the retro future style of 1970s sci-fi.

To Come

  • A full story driven campaign, several hours long.
  • More rooms, and new base management systems.
  • Multiple bases.
  • More indigenous life forms and a functioning food chain.
  • Somewhat sassy computers.
  • Realistic water and lava simulation.
  • Cats with bee suits.

Get Involved


One of the great things about early access is being able to have players follow along with the game’s creation. This immediate feedback is extremely valuable to the games development. You can see our updates and give us feedback on the game via Twitter or our Development Blog. If you need some help with getting started in the game, you can check out our guides, head over to the official wiki or sign up to the forum.

Requisitos de sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimos:
    • SO: Windows XP
    • Processador: Intel Core i3-3250 or AMD 6350
    • Memória: 2 GB de RAM
    • Placa de vídeo: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Armazenamento: 2 GB de espaço disponível
    Recomendados:
    • SO: Windows 7
    • Processador: Intel i5-3570K or AMD FX 8350
    • Memória: 4 GB de RAM
    • Placa de vídeo: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Armazenamento: 2 GB de espaço disponível
    Mínimos:
    • SO: Mavericks
    • Processador: Intel i5
    • Memória: 2 GB de RAM
    • Placa de vídeo: Radeon HD 6750M
    • Armazenamento: 4 GB de espaço disponível
    Recomendados:
    • SO: Mavericks
    • Processador: Intel i5
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVidia 650M
    • Armazenamento: 4 GB de espaço disponível
    Mínimos:
    • SO: 64 bit
    • Processador: Intel Core i3-3250 or AMD 6350
    • Memória: 2 GB de RAM
    • Placa de vídeo: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Armazenamento: 4 GB de espaço disponível
    • Outras observações: OpenGL 3.2 support is required.
    Recomendados:
    • SO: 64 bit
    • Processador: Intel i5-3570K or AMD FX 8350
    • Memória: 2 GB de RAM
    • Placa de vídeo: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Armazenamento: 4 GB de espaço disponível
    • Outras observações: OpenGL 3.2 support is required.
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