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.
Análisis de usuarios:
Muy positivos (11 análisis) - 90% of the 11 user reviews in the last 30 days are positive.
Variados (547 análisis) - El 46% de los 547 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 3 dic. 2013

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“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.”

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“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.”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“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.”

¿Cuál es el estado actual de la versión de acceso anticipado?

“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.”

¿Variará el precio del juego durante el periodo previo y posterior al acceso anticipado?

“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.”

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“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

On 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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Actualizaciones recientes Ver todos (20)

15 de septiembre

Cumulative AI Hotfixes

Simon here! Update 0.58 is on the way soon, but on the way we have been releasing many small fixes to the current 0.57 release. These fixes centre around AI behaviour and there have now been enough of them for them to change the game significantly.

I'll save a full changelog for the next update, but here are some of the key changes to the current game:

  • Colonists are more aware of the importance of different parts of the food production cycle and can balance the competing needs of planting, harvesting and then preparing food. This will make the food preparation stations more effective and allow you to quickly build ration packs too.

  • Condenser units provide a source of drinking water and can be placed in most the rooms. This means that a lot less time will be wasted on regular trips to storage to drink. This coupled with food production fixes means dehydration will be much less of an issue.

  • Utility bots can now act on repairs long before colonists. This means that in larger bases you are not going to have as much time wasted to colonists doing repair work. The sound for repairs has been hooked up now, so if you hear a ratchet tightening you will know that a colonist is repairing something and you should consider building more repair robots.

  • Several parts of the building pipeline have been streamlined or fixed. Most the issues with colonists not building things outside are resolved. The workshop table now shows damage with a particle effect so it better telegraphed as unusable to the player.

  • Illnesses take longer to progress, barring a lot of bad luck, they will become an issue for the later game now.

  • IMP AI improved in several cases. Colonists will also no longer start conversations with robots that are carrying things, which caused stuff to get dropped in weird places and could break the game.

  • Chicken behaviour bugs fixed. This should see less clumping in the livestock containment and also more natural actions around the base.

In testing we've found that this smooths over most of the issues people were having with the game. The upcoming update also has a lot of nice little changes that will add a lot to the experience. We'll see you then.

Remember you can keep up to date with development by visiting and viewing our changes as we make them.

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12 de julio

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:

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.

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.

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

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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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 del sistema

Mac OS X
SteamOS + Linux
    • SO: Windows XP
    • Procesador: Intel Core i3-3250 or AMD 6350
    • Memoria: 2 GB de RAM
    • Gráficos: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Almacenamiento: 2 GB de espacio disponible
    • SO: Windows 7
    • Procesador: Intel i5-3570K or AMD FX 8350
    • Memoria: 4 GB de RAM
    • Gráficos: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Almacenamiento: 2 GB de espacio disponible
    • SO: Mavericks
    • Procesador: Intel i5
    • Memoria: 2 GB de RAM
    • Gráficos: Radeon HD 6750M
    • Almacenamiento: 4 GB de espacio disponible
    • SO: Mavericks
    • Procesador: Intel i5
    • Memoria: 4 GB de RAM
    • Gráficos: NVidia 650M
    • Almacenamiento: 4 GB de espacio disponible
    • SO: 64 bit
    • Procesador: Intel Core i3-3250 or AMD 6350
    • Memoria: 2 GB de RAM
    • Gráficos: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: OpenGL 3.2 support is required.
    • SO: 64 bit
    • Procesador: Intel i5-3570K or AMD FX 8350
    • Memoria: 2 GB de RAM
    • Gráficos: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: OpenGL 3.2 support is required.
Análisis de usuarios
Sistema de análisis de usuarios actualizado en septiembre de 2016. Más información.
Muy positivos (11 análisis)
Variados (547 análisis)
Tipo de análisis

Tipo de compra


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9 reviews match the filters above ( Mayormente negativos)
Análisis más útiles  Global
A 9 de 9 personas (100%) les ha sido útil este análisis
No recomendado
4.1 h registradas
Análisis de acceso anticipado
Publicado el 26 de junio de 2014
Actualmente la versión no es jugable no alcanza a ser un alfa, existe un concepto pero poco más. Tiene muchos problemas de rendimiento a pesar de que no tiene apenas funciones, por lo que me preocupa pensar que nivel de conocimientos tiene su desarrollador, sumando a sus insignificantes actualizaciones en este año, me temo lo peor.
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A 7 de 8 personas (88%) les ha sido útil este análisis
2.3 h registradas
Análisis de acceso anticipado
Publicado el 6 de diciembre de 2013
Veamos, yo ahora mismo no recomendaria el juego, si e verdad que tiene buena pinta y a mi con lo de resucitar al doungeon keeper y el theme hospital me han convencido, pero, a mi se me ha crasheado (se dice asi?), vale que es una prealpha, pero yo dira que esta en una precharlie, no hay menu en el que puedas iniciar partida nueva, no hay salvar partida, los "humanos se me quedan atorados en las mesas de trabajo o en otros lugares, no me sacan los objetos, el robot tienes que aprovechar el principio del juego para hacer tuneles, por que se queda atorado con minerales en la mano y sin hacer nada. Por contrapartida, hay un perro, y ese si que no se queda pillado en ningun sitio. Parece guay, pero, va fatal.
¿Te ha sido útil este análisis? No Divertido
No recomendado
0.2 h registradas
Análisis de acceso anticipado
Publicado el 26 de noviembre de 2014
No llega a ser una versión Alfa y aun así tiene gran cantidad de problemas, glitches, bugs o como queráis llamarlo. A día de hoy es injugable y el futuro no pinta nada bien para este juego que, en mi humilde opinión, dudo que llegue algún día a ver la luz.
¿Te ha sido útil este análisis? No Divertido
No recomendado
0.3 h registradas
Análisis de acceso anticipado
Publicado el 26 de noviembre de 2014
El estado en el que se encuentra el juego lo hace injugable.
¿Te ha sido útil este análisis? No Divertido
23.7 h registradas
Análisis de acceso anticipado
Publicado el 5 de septiembre de 2014
Bueno el juego con esta version a aumentado mucho en todos sentidos.Falta a un la procreacion de los colonos,y el entrenamiento militar de cada colono o zona de entrenamiento.pero de momento a un le faltan cosas.Pero va progresando adecuadamente.La primera vez que lo jugue me disgusto mucho con tan buena pinta que tenia el juego.Ahora sustitullo mi voto negativo por positivo.Ha mejorado mucho y se merece un positivo.Pero tiene que segir progresando el juego aun ritmo constante.
¿Te ha sido útil este análisis? No Divertido
No recomendado
0.8 h registradas
Análisis de acceso anticipado
Publicado el 5 de noviembre de 2014
Malisimo, ni para estar encerrado.
¿Te ha sido útil este análisis? No Divertido
9.5 h registradas
Análisis de acceso anticipado
Publicado el 8 de diciembre de 2013
Este juego va a estar buenisimo una vez terminado.. se ven muy bien los graficos, y la camara se mueve con libertad en los espacios, estan geniales los efectos de luces a medida que uno va agregando muebles y cosas... una vez terminado, dandole objetivos, misiones etc, puede ser adictivo.. claro que un Alpha no muestra casi nada.. pero me da la oportunidad de apoyar un projecto desarrollandose... seria genial una version en español..
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No recomendado
0.1 h registradas
Análisis de acceso anticipado
Publicado el 27 de diciembre de 2013
Es incómodo de manejar.
¿Te ha sido útil este análisis? No Divertido
No recomendado
0.5 h registradas
Análisis de acceso anticipado
Publicado el 4 de abril
Juego imcompleto, pero tan imcompleto que su jugabilidad se hace complicada y sin sentido. Comandos complicados donde sus accesos no funcionan.
¿Te ha sido útil este análisis? No Divertido