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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发行日期: 2013年12月3日

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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“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.”

这款游戏的抢先体验状态大约持续多久?

“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.”

计划中的完整版本和抢先体验版本到底有多少不同?

“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.”

抢先体验版本的现状如何?

“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 (0.55) has the core game play of colony building, colonist interaction and base simulation, the best is still to come.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“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 by around 10% to reflect it.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“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. 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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最近更新 查看所有(19)

7月12日

Update 0.57 - Theme: Hospital

This large update heightens the detail and complexity of the game's human body simulation with a series of conditions and diseases, which must be diagnosed and treated. It also features a new emergency air system, body storage unit, dozens of fixes and much more...

Here's Simon playing the latest build:

https://youtu.be/12V4me3FVUo

Medical Update
Colonists can now get a exciting variety of diseases, mental illnesses and conditions!


Colonists develop medical issues from hundreds of factors in the simulation. They may show their illness through action or cryptically through an email. In order to properly diagnose them however, a medical scanner or a skilled doctor is required.



Once a colonist is diagnosed they will require treatment. The diagnosed colonist can receive prescribed medicine from the new dispenser unit and rest and recuperate on a 'meat trolley' until fully healed. Researching the local ecology can provide new technologies and medicines to speed up treatments.



Possible Health Issues

Compound Fractures
Colonists caught in earthquakes, cave ins and explosions may develop fractured limbs, which cause them to walk with a limp until cured. This puts a serious crimp on the colony’s interpretative dance sessions.

Depression
High amounts of stress and poor social activity can lead to colonists becoming depressed and lacking in energy. Antidepressants and a change in environment can help perk them up.

High Blood Pressure
High stress and frustration can lead to blood pressure issues. This is best treated with ACE inhibitors, soothing lighting and avoiding any discussion of the current political situation.

Vitamin Deficiency
If your colonists diet is not well balanced they can develop fatigue, dizziness and tingling in the hands and feet. Perhaps consider growing something other than just potatoes.

Muscle Fatigue
Although character building, too much hard manual labour can lead to colonists developing muscle fatigue, hampering their ability to help around the base. Building repair robots can help alleviate the strain on these fragile fleshy meatbags.

Gastric Distress
Eating raw food can cause severe gastric distress. This can cause serious fatigue and dehydration issues for your colonists. Watch out for them using the bathroom too much, they probably need treatment. You would too if you ate a whole chicken raw.

Renal Failure
One of two conditions that can potentially outright kill your colonists, Renal Failure is caused by a contaminated water supply or sustained untreated Vitamin Deficiency. None of Maia’s colonists are registered organ donors, so this is best treated early.

Irradiation
The other deadly condition, poor reactor maintenance or getting caught in cosmic rays can prove fatal to colonists. There is no chance of irradiated colonists developing superpowers, please stop trying to make this happen.

Body Storage Unit


Several colonists have complained about having to keep bodybags next to their rations in the storage room. The body storage unit holds onto the corpses a little more hygienically and without harming the sanity of your team.

Colonists Keep Warm
Colonists now gather around objects that produce heat to try and warm themselves up and stave off hypothermia.

Emergency Air System
This new system gradually generates a store of oxygen and nitrogen. In the event of a sudden loss of atmosphere the mixture can be immediately released, providing a short burst of breathable air and offering colonists time for an orderly evacuation or a short retrospective on the life choices that lead them to this moment.



Colonists Emails
Colonists now voice their opinion on your food supplies, with a wide range of emails ranging from “yum, enough for seconds” to “oh god we’re going to die”. Colonists with skills relating to food production can give better estimates.




Change log:
  • Colonists can now get off the bed on the opposite side to how they got on.
  • The colony manifest has been updated to include more information on food and rations.
  • Hydroponic plant growers now give estimates on the amount of food energy in the growing plants, to help players plan their production.
  • Earthquakes can now damage items so much they catch fire.
  • The room menu now uses the new GUI added for object placement in 0.56.
  • Colonists using the toilet is now properly simulated. Previously they used it whenever they didn’t have anything better to do.
  • Several new Infotips added and many spelling mistakes fixed.
  • Colonist water intake rebalanced and better simulated. They will use more water now.
  • Added console commands for causing a solar flare.
  • Object spawning limiters fixed. No more infinite jungles and deadly chicken explosions.
  • Avian feeder action fixed. Previously colonists were running around it in circles.
  • Fix for objects advertising needs with no actions available, wasting colonists' time by tricking them with something that was not really on offer.
  • Colonist inventory size for food is now limited. Pushing them to share what they have taken instead of starving their team to death.
  • Colonists no longer starve to death because they'd rather complain about being too hungry to eat because it was easier to complain and die.
  • Fatigue rebalanced, better linked to colonists activity. Bed usage more consistent.
  • Several interaction points modified on problematic objects.
  • Colonists take much more kJ from ration packs.
  • Ration packs kJ increased.
  • Path finding fixes.
  • Repetitive object usuage fixed. Specifically with ration packs and food stations.
  • Missions rebalanced to reflect new food usage.
  • Deprioritised food production when it’s not needed.
  • Second tier research is now prioritised a little higher.
  • Reduction for bored colonist eating, hunger better simulated.
  • Added the ability for colonists to request several more objects and rooms in their emails.
  • Many new sounds added and some older ones tweaked.

Update 0.58 is fast approaching. For this we’ll be focusing on the campaign and even more bug fixing. To see live development head over to https://dev.maiagame.com/.

We hope you enjoy this update, please let us know what you think over on the Maia forums or on Twitter.

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6月9日

Update 0.56: The Fixer

This updates focuses on deepening the gameplay experience with improvements to many core mechanics and user interface. We've worked using your feedback to fix all the small issues and to make the game much more accessible, engaging and fun!

https://www.youtube.com/watch?v=fiNDgdrLfn4

Smart Stockpiling

Colonists can now stockpile building materials on the shelves in the storage room. Allowing you to manually build up reserves for future expansion and also keep your base neat and tidy.

Food Preparation Station

No longer will colonists have to crouch on the storage room floor to consume their necessary nutrients. The preparation station allows hungry colonists to get their meals ready in a better, more sanitary environment. It also allows for fast automated processing and stockpiling of crops and meat, allowing for larger more efficient bases.

UI Changes

A new object cycler has been added to improve the object placement interface. Allowing you to quickly select the items you want to build. Interaction points on nearby items will also fade in and out to better illustrate the most efficient ways to place items in crowded rooms.

Email and notification information has been added as well as several new notification and GUI sounds.
Text will appear at the top of the screen to let you know what type of message is being received.Many new mouse over infotips have been added and several older ones improved for clarity and humour.



Change list:
  • Greater email complexity and feedback from colonists regarding rooms and base equipment.
  • Colonists can no longer gorge themselves repeatedly at the ration packs.
  • Object destruction needs balanced to take into account more than building materials.
  • Fossils are now taken to storage and are now destroyable by colonists.
  • The Spathiphyllum plant can now be found in the game. They have also been balanced for atmosphere generation and aesthetic properties.
  • Landers and Microwave towers can now be removed as intended.
  • Objects have improved visuals when being placed and cycled through.
  • Pausing the game now stops the countdown timer.
  • Megacephalalgia now stay dead.
  • Several IMP pathfinding issues fixed.
  • Interaction points interference detection improved.
  • Many game and UI sounds tweaked and improved.
  • Broccoli deletion crash fix.
  • Several instability issues have been solved.
  • Starting materials fix.
  • Black Screen crash fixed for a few cases.
  • Entity name changes.
  • Spalling and, grammar chunges.
  • Fix for several mouse over issues.
  • Object destruction issues fixed. If an object is destroyed it’s parent object is too.
  • Parent objects now get marked for destruction by their children.
  • Fix for multipart objects not having shadows.
  • Fix for offset in pathfinding room physics mesh intersections, this should fix many bugs including walking through door frames.
  • Fix for "base" being said instead of the correct room in announcements.
  • Fix for inaccuracy in wall readouts in small rooms.
  • Wall heater tweaks, build priority now better linked to the temperature at the position of the heater.
  • Gameworld cleanup improved on loading.
  • Removed redundant shaders and optimised loading
  • Several Memory issues fixed.
  • Memory buffer fixes.
  • Support for variable refresh rates for Gsync and Freesync monitors.
  • Code base modernisation to C++11 and C++14 standards.
We're looking forward to update 0.57 which we're already working on.The update will focus on sicknesses, diagnosis, treatment and first aid. To see live development head over to dev.maiagame.com.

We hope you enjoy this update, please let us know what you think over on the Maia forums or on Twitter @Maia.

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关于这款游戏

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.

系统需求

Windows
Mac OS X
SteamOS + Linux
    最低配置:
    • 操作系统: Windows XP
    • 处理器: Intel Core i3-3250 or AMD 6350
    • 内存: 2 GB RAM
    • 图形: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • 存储空间: 需要 2 GB 可用空间
    推荐配置:
    • 操作系统: Windows 7
    • 处理器: Intel i5-3570K or AMD FX 8350
    • 内存: 4 GB RAM
    • 图形: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • 存储空间: 需要 2 GB 可用空间
    最低配置:
    • 操作系统: Mavericks
    • 处理器: Intel i5
    • 内存: 2 GB RAM
    • 图形: Radeon HD 6750M
    • 存储空间: 需要 4 GB 可用空间
    推荐配置:
    • 操作系统: Mavericks
    • 处理器: Intel i5
    • 内存: 4 GB RAM
    • 图形: NVidia 650M
    • 存储空间: 需要 4 GB 可用空间
    最低配置:
    • 操作系统: 64 bit
    • 处理器: Intel Core i3-3250 or AMD 6350
    • 内存: 2 GB RAM
    • 图形: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • 存储空间: 需要 4 GB 可用空间
    • 附注事项: OpenGL 3.2 support is required.
    推荐配置:
    • 操作系统: 64 bit
    • 处理器: Intel i5-3570K or AMD FX 8350
    • 内存: 2 GB RAM
    • 图形: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • 存储空间: 需要 4 GB 可用空间
    • 附注事项: OpenGL 3.2 support is required.
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最新:
褒贬不一 (12 篇评测)
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褒贬不一 (555 篇评测)
最近发布
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( 17.5 小时(记录在案的) )
抢先体验版本评测
发布于:2014年11月17日
i am waiting it finish,stell have hope,but how long?
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推荐
17.5 小时(记录在案的)
抢先体验版本评测
发布于:2014年11月17日
i am waiting it finish,stell have hope,but how long?
这篇评测是否有价值? 欢乐