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.
User reviews:
Mixed (21 reviews) - 47% of the 21 user reviews in the last 30 days are positive.
Mixed (566 reviews) - 46% of the 566 user reviews for this game are positive.
Release Date: Dec 3, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“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.”

Approximately how long will this game be in Early Access?

“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.”

How is the full version planned to differ from the Early Access version?

“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.”

What is the current state of the Early Access version?

“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.”

Will the game be priced differently during and after Early Access?

“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.”

How are you planning on involving the Community in your development process?

“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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Recent updates View all (22)

October 19

0.58 Hotfixes

Thanks for everyone who took the time to try the latest build and leave their feedback on the forums and and in reviews. I've fixed several of the pressing issues in the latest two hotfixes.

Yesturday's changes:

  • Every item in the game now has a very simple description of what it does in general terms when placing it.
  • Basic food production added to the tutorial.
  • Basic explanation of the heat mechanics added to the tutorial
  • Colonist requests can now be answered with a y/n key press. Those are rebindable in the menu options.
  • Build priority added to the tutorial. (Double click on items to set them higher!)
  • Caveins and structural weaknesses no longer persist between level changes. This may also prevent a crash.
  • Colonists will now be less likely to over run when approaching an object. Stopping them getting stuck in and behind things.

Today's changes:

  • Dracaena plant selection fixed and readded to the game.
  • More rooms given the selection of three aesthetic plants.
  • Aesthetic plants no longer spread blight.
  • Aesthetic plants no longer show Kj of energy stored in them like food plants.
  • Colonists will no longer join a team meeting if they are already going to an action with a high need.
  • Sounds added for loading and saving and for successful and failed loads.
  • Greyed out buttons now capture input so elements behind them can not be clicked on.
  • When an email is open no left or right clicks will be accepted apart from to the email manager buttons.
  • Emails can be dismissed with a right click.
  • No input is accepted for a fraction of a moment after closing an email to prevent misclicks that might cause dig orders etc to be placed.
  • Hud no longer updates when the player is in first person, stopping it grabbing input or applying the screen darkening effect.
  • Chickens no longer self destruct after being on fire if there are two or less remaining.
  • Building materials no longer placeable in workshop or storage room to reduce player confusion (Colonists will automatically move surplus materials from the smelter to the shelves).
  • The colonists will no longer present the player with any choices in the first few minutes of game play.

Again, thanks for the feedback, I will continue to fix the larger issues in the game and be back with more updates and patches in the future.

You can watch as I make and check in changes to our code base on

If you want more help getting into the game. Check out the useful guides on the community portal, including this getting started guide:

4 comments Read more

October 12

Maia Update 0.58: The Songs of Distant Earth

Maia 0.58 has arrived. This update brings new AI systems, multiple base support, deepened simulation, procedural colonist written music and sci-fi and hundreds upon hundreds of bug fixes. Here's a video of me playing the latest build:


Colonists are now able to use their skill sets and experience to plan tasks and directly consult players on the running of the colony. From complex base management and room planning, to scientific excursions to the surface, torching failing crops and even presenting their mood-reflecting avant-garde electronic music or their desperately clichéd (procedural) science fiction writing. These emergent choices add a little extra challenge, depth and flavour to the game.


Multiple airlocks and even rudimentary multiple bases are now supported, allowing for much more ambitious building projects and paving the way for colonising the game's massive maps. Colonists will now take much greater care to manage their suit usage, planning their journeys around efficiency and safety.

Thinking Machines

Robot batteries now run down and will need to be replenished at a robot recharge station. A robot on low power will become sluggish and throw more fussy tantrums, upsetting the colonists. The IMP AI has had a major rewrite to re-prioritise their efforts around digging and materials collection. Their new detailed mouse over info-tips presenting a clearer picture of their robotic planning process.

Feed the rot. Rot the feed.

Crops are now susceptible to fungal blights, which spread based on temperature and maturity of the plants. These diseases can transfer to nearby hydroponic planters and wipe out plants of the same species. Growing varied crops and carefully considering placement of the growers, lights and heating adds new depth and challenge to food production.

Neighbors (become good friends?)

The creatures in the world will now migrate around the map to expand their territories and seek out new food sources. If the animal's new territory includes your base you will receive a warning email, giving you more time to consider defences.

Precipitation solution

Food and Water systems have been tweaked in many ways to reduce issues around dehydration and starvation. These range from the new condenser unit that can provide an efficient water source in any room, to new colonist crop anticipation priorities, down to small planning tweaks in the storage room reducing the chance of essential items being buried in mineral ore by a careless robot.

Notable changes include:

  • Tutorial start base is warmer and has more atmosphere to take the pressure off new players.
  • Base manifest now lists where colonists are going and more useful information.
  • Added new emergent Colonist Suggestion emails
  • Added Robot recharge station.
  • Robots now move slower if they run low on charge.
  • IMP AI rewritten.
  • IMPs should no longer stand still when given unreachable orders.
  • IMPs should no longer start conversations when carrying things, which lead to bugs.
  • Creatures now migrate around the map based on habitat.
  • Timmy the dog less likely to get stuck in walls. Sorry about that Timmy.
  • Warning emails for creature migration added.
  • Politeness no longer applies to using airlocks.
  • Total rewrite of colonist airlock AI, including support for multiple airlocks.
  • New Condenser object added.
  • Creature Sound Lure added.
  • Crops can now catch blight if in overly warm rooms and not regularly harvested.
  • Colonists with medical skills now wear white shirts.
  • Colonists no longer walk through locked doors
  • Colonist food growth/preparation cycle rewritten to ensure colonists plan to create food, reducing starvation.
  • Colonists can now use the smelter if it is left with minerals. However this risks fire as they are incompetent.
  • Greatly reduced instances of colonists failing to build outside.
  • Adjusted water barrel interaction points, leading to fewer interaction issues.
  • Storage room tweaks to allow for better access and more efficient packing.
  • Fix for rare case where cursor locked up when quitting to main menu.
  • Medical Beds can now catch fire.
  • Standard Beds can now be repaired after catching fire.
  • Glitch effect during solar flares is now more obvious.
  • Mouse over info-tips optimised. No longer update too fast to read.
  • Several info-tips rewritten to be more useful.
  • Some animation length fixes.
  • Colonists will now mention it in emails if they are dehydrated.
  • Utility Robots act on repairs before colonists.
  • Workshop table now sparks when damaged.
  • Reduced tendency for Workshop Table to get damaged.
  • Illnesses now take longer to progress.
  • Chicken AI improved. They should spread out more and show better flocking behaviours.
  • Colonists using the scanner will no longer send multiple diagnosis emails.
  • Tendency for healthy hypochondriac colonists to use the medical scanner reduced.
  • Medical scanner cycling more consistent. Cooldown added.
  • Fix for Bulkhead door disappearing when upgraded through research.
  • Improved graphics for Body Storage Unit.
  • Twilight Zone mission tweaked to account for new food system.
  • Additional starting text added to missions.
  • Repair sound added to make it easier to tell if colonists are fixing something.
  • Room atmosphere simulation optimisations
  • Miscellaneous spelling and grammar fixes.
  • AI for colonists taking ownership of objects rewritten to be more robust. Stops colonists who pop their clogs on the job from never relinquishing control of items.
  • Communications tower build priority changed.
  • Fixed building materials giving three materials for every one picked up.
  • Adjusted interaction points for Storage Room so that building materials could be taken off every wall.
  • Expanded clickable area on multiple objects to make them easier to select.
  • Solar Flares reduced.
  • Storage room objects moved to create more space.
  • Engine rendering optimisations
  • Changes to save system to store more data.(old saves are no longer compatible).
  • Mission hud now correctly resets.
  • New art assets for several models.
  • Fix for rare save-file issue where creatures had burrowed off the map and would cause instability.

I hope you enjoy this update, please let me know what you think over on the Maia forums or on Twitter. You can watch my development on

Maia 0.59 will be out at the start of November, with Maia 0.60, our first Beta build out on December 13.

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About This Game

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.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: Intel Core i3-3250 or AMD 6350
    • Memory: 2 GB RAM
    • Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Storage: 2 GB available space
    • OS: Windows 7
    • Processor: Intel i5-3570K or AMD FX 8350
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Storage: 2 GB available space
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 2 GB RAM
    • Graphics: Radeon HD 6750M
    • Storage: 4 GB available space
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: NVidia 650M
    • Storage: 4 GB available space
    • OS: 64 bit
    • Processor: Intel Core i3-3250 or AMD 6350
    • Memory: 2 GB RAM
    • Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Storage: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
    • OS: 64 bit
    • Processor: Intel i5-3570K or AMD FX 8350
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Storage: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mixed (21 reviews)
Mixed (566 reviews)
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451 reviews match the filters above ( Mixed)
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
1.1 hrs on record
Early Access Review
Posted: September 30
An extremely intriguing game that is slowly but surely coming together very nicely. Definitely one to keep an eye on.
Was this review helpful? Yes No Funny
5 of 15 people (33%) found this review helpful
1 person found this review funny
Not Recommended
2.3 hrs on record
Early Access Review
Posted: October 12
So you're colonists can die within the first couple of minutes of the game and you don't even know why... The dev (only 1 I believe) creating this is an idiot. I listened to a podcast he did and while I agree, I don't want to be spoonfed every detail... you could at least give me a chance to figure out what's going on... The tutorial doesn't cover anything, just makes sarcastic remarks and shows basic keystrokes but doesn't explain what anything actually does. There is no pause button, meaning you can't hit pause and look at your base to find out what to do next. Especially important at the beginning of the game. So as of right now, the game is about starting a new game, failing within minutes, and restarting a new game. While I like the concept of starting over with more info to do a better job the second time I hardly even have time to find out what my mistakes were.

Edit: The dev is a Genius/Idiot, and I am empathetic as I am similar. He has built something so complex with actual science behind each piece. An intimate knowledge of electricity is something i've seen so far. So the idiot part, the implementation, the part where you connect with real people. As I've said there is so much lacking here. For one a pause button, but after writing this I realized there is no save. Supposedly there is a quicksave and quickload but it doesn't work. So EVERY time you load the game you're looking at starting a new game. So back to the genius/idiot point. He's done so well in the implementation of certain points of the game, however other parts make it almost broken.

I will continue to update this review untill it is comprehensive on the good/bad points of the game... (Written below, in under FINAL EDIT: I have stopped rewievewing this after I receieved a refund. I can't very well continue a review if I'm not able to test certain aspects of the game. The review will stay 'as is' and incomplete. Poetic? I think so, this game has been in early access for a long time now. As my last entry edit, which I wasn't going to mention, the dev admits to spending around a year working to make the game compatible with old graphics cards. This is why I can't find myself to remove the genius/idiot part of the review. You could possibly replace the 'idiot' comment with inexperience, however in the same podcast he mentions the old graphics cards he touts all the projects he's worked on. Being fully aware of what you are buying into with Early Access, I don't forsee my troubles being fixed anytime soon if ever. So there you have it, an incomplete review of an incomplete game. (See dice roll below))

+++ A genuine real life face for every colonist
++ The plants have energy value in joules (Thank you Mr. Newton)

--- Everyone died in the "TUTORIAL"...
--- One mission "Cassiopeia" says you have 45 minutes until more colonists arrive, it's more like 3-5 minutes

Explanation: Ok so on top of everything else the AI is messed up beyond reproach, the I.M.P. robots will rush to make a door when things like an 'atmosphere creator' is in need of building, or a space heater has been qued when everyone is freezing. They seem to make wind generators at a fair pace but still neglect other objects needed that an alarm is buzzing at you about. It comes down to timing. The 'game' doesn't give you enough time to correct any potential problems before colonists die from them. Say hypothermia. I put up the space heaters but no one is building them. If a colonist is dying of freezing you would think that would be a priority.

The theme is based around not being spoon-fed answers by your user-interface. You get emails from the colonists asking what they want. The problem is by the time you read them they are dead from whatever it was they wrote about. I have no idea what the dev is thinking...

Sorry, I wanted to like this but I wouldn't suggest buying even at half price...

Final Edit: I ultimately asked for and receieved a refund for Maia, I'm leaving the review as it was at the time of refund. The only things I will add are that I was fully aware of the F5 and F9 save/load, they did not work. I was not aware of the space button to pause, though I don't think it would have helped. Perhaps my machine is running the game too fast for some reason because when I see videos the colonists and imps are moving about half the speed they moved when I played. Events and emails happened so fast I couldn't read them fast enough and often the event (say a meteor-strike or death by hypothermia) happened as I was reading the in game emails. I'd also like to say I don't think this is a cash grab like some other early acess title's. The dev seems very passionate about it and is hands on updating often. Since I receieved a refund this review will remain incomplete and unchanged from here on. Good luck to dev(s) and good luck on the dice roll anyone takes when they buy it.
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Most Helpful Reviews  Overall
177 of 228 people (78%) found this review helpful
1 person found this review funny
Not Recommended
0.2 hrs on record
Early Access Review
Posted: April 5, 2015
Early access review of build 0.47. Ignore the steam playtime; I bought this outside of steam at 0.3x.

It's not often I write a negative review, especially of early access games - either it's too soon to tell, or the game is so bad that Jim Sterling will deal with it. Maia, though, I want to warn people off, for now.

Maia should not be in early access at this time, and it certainly should not have a ticket price of $25. This is an alpha stage game, with serious, fundamental flaws that need to be worked on before this can be an enjoyable beta experience.

Maia is a colony builder, like Spacebase DF9 or Rimworld. It takes the Towns approach of letting you set tasks and build spaces but not directly control the colonists. With good AI and balanced priorities this works well; without it, you get issues as with Towns. Maia is somewhere in between: the AI isn't very good, but there is so little going on in the gameworld that it's just about good enough, unless you do something weird.

Graphically I like Maia. It's got a 1980s styrofoam-and-foil aesthetic, with big-head robots and Space: 1999 jumpsuits. The graphics are very unpolished, but this game I think qualifies as alpha at this stage, so that will come.

The UI is just so bad. It is clunky, awkward to use, with unintuitive keybindings, an absence of necessary information in the overlay, no easy way to check what your colonists are doing, and an annoying over-sensitivity to screen scrolling when you're trying to get the obnoxious and imprecise mouse cursor over the icons. Drawing rooms is a chore, which is an issue when that is pretty much the only thing you can currently do in the game.

It's also very poorly optimised. Running on min settings, with a mid-range computer in excess of the recommended specs, I get memory crashes, terrible frame rate issues, and periodic freezing as the game tries to calculate something. I've spent a lot of time on forums trying to find ways to address these issues at my end, with no luck; I'm not the only person with this experience. A certain level of poor optimisation is to be expected with early access, but not to the degree where it derails your playing.

Development is okay. I feel like they should be further along than they are at this point. For over a half a million dollars in funding and a year and a half since the first playable build, it should be further along than this. I think Maia, Towns, DF9 et al illustrate one central truth about town-management games: they take time to develop. If you over-promise, you get DF9; if you rush and then run out of hype, you get Folk Tale; if you don't nail the AI, you get Towns. Dwarf Fortress didn't happen overnight; without having to worry about graphics or platform integration that game took years to get to anything like a quality gaming experience.

And that's principally why I am warning against Maia. For a well-funded game to be charging $25 for an early access build that isn't optimised, isn't visually polished, doesn't have basic features, lacks solid AI, and is without the diversity of content you need for a game in this genre, that's not a good investment. I accept that an early access game will be content-light, will have areas needing to be polished, but when a colony-manager after this much work still doesn't have basic UI, AI and optimisation sorted out, they are going to have no chance of adding more content without bringing the game crashing down.

I want this game to succeed, but they don't need more money, and you don't need the current experience of Maia. Give them until the end of the year, see where they're at then; they will either have fixed these issues by overhauling basically the core of the game, or it will have gone the way of Folk Tale. Either way you'll have your answer.
Was this review helpful? Yes No Funny
193 of 263 people (73%) found this review helpful
1 person found this review funny
Not Recommended
5.3 hrs on record
Early Access Review
Posted: December 6, 2013
Do not buy this. I regret Maia more than any other useless, unplayable purchase in the dark history of Early Access. Maia is absolutely beneath what's acceptable to release as an EA game. It does not even meet the minimum bar of quality for paid alphas.

As of this updated review, you're still paying for an extremely limited demo sandbox where you can place objects and watch animations happen. The setting can't decide whether it wants to be a realistic simulator (vital statistics on each colonist, food/water/atmosphere required for survival) or a complete joke (giant fuzzy extraterrestrial life).

User interface design is not good, and it's difficult to tell what each control does. The current main controls for Maia are a series of badly documented hotkeys. One of the only good new features: you can skip the tutorial now.

But if you take one thing away from this review: the bugs are show-stoppingly bad. I've experienced sudden framerate slowdowns on both Mac and PC, as well as crashes-to-desktop for no discernable reason. The colonist and robot AI will get stuck in walls or stand next to piles of rubble on no notice. There appears to be very little QA before each release, and minimal progress in fixing the crash bugs since I wrote my last review in 2013 December.

Summer 2015 Update: It still sucks. I'm not even going to sugar-coat this. It crashes and freezes even more than it did last year, and there's still no resource management or objectives to speak of. They literally just added more framerate-drop-inducing wildlife.

Maia isn't worth paying for and probably never will be. I used to think something good might come of it eventually, but after more than a year and a half I've lost all hope.

Summer 2016 Update: Still pretty unstable. They finally made time to fix a few bugs.
Was this review helpful? Yes No Funny
172 of 232 people (74%) found this review helpful
0.5 hrs on record
Early Access Review
Posted: December 4, 2013
Looks very promising early access game, plays very much like Prison Architect and Dungeon Keeper 2 combined. However, it is still very early early access. Even the most basic stuff worked only half the time, my colonists just disappeared for no reason, and after about 15 minutes, 3 of them got stuck in... well, nothing. If you are one of us suckers who can't resists another game that could be like Dwarf Fortress lite, go ahead and buy this game, but not yet. It's still in early alpha, and while it looks pretty, there's really no game yet.
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181 of 249 people (73%) found this review helpful
Not Recommended
1.4 hrs on record
Early Access Review
Posted: January 6, 2014
Don't get me wrong; this is a great game...

Or should I say, WILL be a great game.

As I've seen in many reviews, this game is full of potential, but it is really too early to do anything. There are nearly no features, and progress is slow although on its way.
The price is a well too steep considering how early it is in development.
There are plenty of great ideas, it is quite original, and I love sandbox games...
but so far I've faced no challenges/purpose to complete tasks (also there are no damned tasks).
Was this review helpful? Yes No Funny
135 of 180 people (75%) found this review helpful
Not Recommended
8.8 hrs on record
Early Access Review
Posted: May 28, 2014
Maia shows promise, although in the way of being so little more than a bare-bones engine, that anything is possible in the end. It could be that (judging by the progress speed that makes continental drift seem fast) in half a decade it will evolve into the most amazing colony sim ever. Or not. Who knows?

But at the moment, it's NOT a good use of your money. As was said, it pushes the limit of what is acceptable to release as "early access". It's just a bare-bones graphics engine, with some minimal and BROKEN animations, a non-functional AI, and no save and reload either, so your progress WILL be lost each time you exit.

And by "non-functional AI" I don't mean "might not prioritize right", but as in "doesn't even work, or not for long." Colonist AI routinely craps itself and either stops building anything any more (lucky version) or you just get a colonist going catatonic in the airlock and never moving any more (more usual version.) And when you do get it to work for half an hour, it will prioritize the hilariously wrong thing, like everyone keeping repairing the doors instead of building the air purifier.

Now that might be palatable (not really) in a game where you can direct them around, like in The Sims, and the AI only keeps them alive in between. But here you can't direct them, and the WHOLE premise is that they do their own thing, a broken AI just means a broken game.


Really, it has no excuse to be released at this early and dysfunctional stage. It may eventually be worth playing. Save your money for then.

Update for 0.44:

Upon starting the game, I proceeded to place the workshop and dig a small tunnel to one side, and a 4x4 tile hole there. Partially because you NEED minerals, and partially because I needed somewhere to place the hydroponics bay. I must stress that I wasn't digging some grand ballroom hall, and I was mindful that it has plenty of all rock walls on all sides, because I did read the update notes about earthquakes. When that was about half-way dug, the ceiling promptly collapsed, squashing the only digger robot and two of four colonists, who were there to take minerals.

So basically, instead of fixing the existing problems, it just added a random "*BANG* you're dead!" event, the hallmark of incompetent game design. Yippee.

Well, regardless of how you personally feel about that kind of events, to my mind it just further illustrated the point of why shouldn't you buy a game that's not even in alpha yet: you don't know what you're going to get for your money. The kind of gameplay elements that the final mix will have can just as well be what you like, or what you hate, and there's no way to know which it will be, as there doesn't even seem to be any plan.
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111 of 145 people (77%) found this review helpful
4 people found this review funny
Not Recommended
5.5 hrs on record
Early Access Review
Posted: August 2, 2015
I just had a look at the 0.49 and regrettably I must say I wouldn't recommend this game. I bought it around 0.47 because it looked so good on paper but here is why you actually shouldn't get it in my opinion, at least in its current state:

- the updates have been increasingly rare
- the updates that it does get add new functionality that seems random while it doesn't improve the (lack of ) core game play
- there is no sense in the game of what you are supposed to be doing - e.g. how much material / food / colonists in total you have. They just added reports on power which is great, but every game like this has an overview window that shows you your resources so that you know what you need to be getting next. That, to me, seems more important than adding weapons, for instance.
- there is no sense of why accidents happen - e.g. all my atmosphere generators exploded all at once - I have no idea why! And the colonists don't seem to care, they just walk around. You would expect major panic if something like this happened in the real life (the game is supposed to be a simulation, right?)

Before you all start accusing me of not knowing what alpha is - I know very well. I'm a dev myself.

In my opinion, the devs here should stop adding more functionality that create more breadth and isntead focus on improving the gamer's experience to create depth. Make a game out of this. Because at the moment, it seems like bunch of functionality stitched together. Give us a reason to play! Experimenting with new features is great, but wears off after you've built everything. The game is not interesting after that. Give us a sense of what we are doing and why we are doing it!
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735 of 1,098 people (67%) found this review helpful
3.2 hrs on record
Early Access Review
Posted: December 4, 2013
If you like Sci fi Sandboxer games, this might be for you.
There are some design kinks that need to get worked out tho, and of course it still requires some content. But for all its worth i give it my approval.
Simon, the developer really cares for what his players think about the game and you should totally join their forums as well, to give feedback and get yourself into the process of making this one awesome Sci Fi Game.

Original Text:
Yeah no more early access games for me.
I really love to support Indie game developers (and i did by buying this i guess) But to be fair and honest: This is not even Alpha. This is barely a short demo tops. No menus, no full screen, the game starts right away (by the way those darn messages are WAY too friggin fast!) So in the best interest for this game, which really seems to have potential. Let's wait for late beta i'd say. Do not let your opinion form just right now. By getting this now, you'll probably walk away from it, saying "what rubbish did i got again?" (like me). There is just so much missing that would make it an Alpha right now. I really like to see this evolving. But for now my thump remains down. If the game progresses in an acceptable manner i might rewrite this here and lift the thump.
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102 of 140 people (73%) found this review helpful
Not Recommended
9.3 hrs on record
Early Access Review
Posted: November 28, 2014
I love the idea of this game... it also looks really great. The weather effects are awesome. That being said, I have purchase several games in alpha and beta stages. I have been in invite-only beta tests also. I know what to expect and what not to expect from games in early stages, and this one is terrible. The developer clearly has little idea of what he's doing from a procedural point of view. In the time i've owned this game here's what's happened: several patches have been released, but the big problems haven't been resolved... neat new little content has been added, but with the game unplayable it makes little difference. This game is sure to disappoint over and over again. I waited so long to write this review because I wanted to see if some progress would be made, but it hasn't. The worst part of it is that the developer has had to go off steam (on kickstarter) to continue to raise money. Please save yourself the headache of downloading this game. If you do try to play, here are a few tips.
1) Save often. F5 saves and F9 loads... the icons at the top right also save and load, i'll let you try to figure out which is which
2) The AI is always getting stuck in stupid loops or just shutting down. This happens every few minutes like clockwork... you must save, exit the game, and restart it to continue playing.
3) Things don't update like they should... if you mine ore but can't figure out why it isn't being moved to storage... it's probably AI to blame again... another reload should help.
4) Sometimes things stop working inexplicably, If the airlock breaks and cannot be repaired, you must start a new game. some things can be repaired though, so who knows.
5) Always place two doors on rooms... if the door breaks and needs repair, but your people are inside of the room, and the guys outside the room are too tired to do it and the door that's broken leads to the sleeping area... they might decide not to repair it and instead die from lack of sleep... leaving the others trapped inside to starve
6) Just get in the habit of restarting the game every few minutes
7) Don't bother with research, it causes bugs which basically cause the game to crash beyond a certain point... meaning you'll never get past that point without starting yet another new game.
8) Use windows 7 or vista, and make sure you have the latest drivers for your graphics card (and by that I mean have a graphics card that uses newer drivers) The dev doesn't like helping with bugfixing if your computer doesn't use the latest drivers, despite the fact that some older cards (like the ones in my windows 7 machine) have old drivers (even if they are the "most up to date" they are still like 2 years old) and that still others (like on my windows 8 acer machine) require the use of special drivers provided by the OEM which may not be the "latest and greatest".
9) Don't expect too much, this way you won't be disappointed.

Edit: still... don't buy this game. It's on sale, but seriously... you wouldn't play it more than 30 minutes, even if it were free.

UPDATE: 21 May 2015... I'm not sure how it's even possible, but the game is even worse now than it was before.
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Recently Posted
1.5 hrs
Early Access Review
Posted: October 19
90 minutes that would have been better spent asleep.
That such a bad idea can be so mishandled... This is so bad it will spill over into the next games they make and break them too.
No recommended.
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26.7 hrs
Early Access Review
Posted: October 18
This game should, someday, be great. Currently, the AI is so buggy it is hard to actually play, with colonists dying from starvation because they've managed to build a hydroponic carrot that somehow blocks the way out of the room, or a room with no doors, or simply standing in the airlock until they run out of air - I've had all of these happen. That said, updates happen, content is added, and the game is in such better shape now than a year ago that I feel comfortable giving a thumbs-up.
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0.1 hrs
Early Access Review
Posted: October 18
This is one of those games on Early Access that really deservers (and as it seems right now also needs) your support early on. The developer is really kind and consistent (just look at @SimoRoth on twitter) and its also quite fun watching his dev streams.
The one bug that there once was for Linux has been fixed after a quick conversation on twitter.
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2.0 hrs
Early Access Review
Posted: October 16
way too difficult to keep my guys alive, food runs out fast, tutorial was not much help, its hard to know whats wrong and how to fix it. its buggy as well when it comes to having the people build stuff.
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13.2 hrs
Early Access Review
Posted: October 16
Reviewed: Alpha 0.58 - 16th Oct 2016

Don't buy it until the AI/pathfinding got a lot better, or it's on sale for <10 USD.
It has a lot of potential, the core elements are there, and there are some interesting gimmicks but it needs to get better to be enjoyable IMHO.

I WANT TO BELIEVE *insert X-files joke here*
I'm a sucker for survival/build-up games (logging ~1500 hrs in Space Enginners alone) and I've been watching & wishlisting this title for two years now.
Infrequently I've been visiting the store page of this title but was always repelled by the mixed reviews, their contents and reasons.
But this weekend was a 50% off special, so 'out of boredom' I finally picked it up, especially since in version Alpha 0.58 "AI has been tremendiously overhauled and improved".

I like the aspect that you do not directly control your crew in this game, you do have control over the IMP humanoid-bots and repair-bots, but you do not specifically tell your crew what they're doing when.
That's good in my books.
But it's not good if crew-members get stuck in the middle of a Workbench, or behind walls or in Atmosphere Generators. Also not good is when crewmembers infrequently dying of dehydration, even though there's like three half-full water-tanks to drink from.

What this game needs is an overhaul of the UIX; when every ~20 seconds a full-screen displayed warning been thrown into your face - stealing the focus - bcause your veggie-farms needing to be pitched, you're slowly turning into the infamous meme of fire-breathing Pepe, yelling at your monitor.

Frequently I had to abandon & restart my early-games, because of key crew-members being stuck, trapped or clipping into stuff. Like, remotely controlling a repair-bot. it's easily to drive it through walls, but you'll never get it back out of there, being stuck. you can't disassemble it because your crew-members can't reach it. Also frequently you're giving build orders (for outside placed Wind-Turbines or Solarpanels) and your crew-members aren't building them, even though all prerequsites are met.

Unfortunately I haven't gotten too far, since my people turned after a longer game frequently into lemmings, throwing themselves into the arms of death due to starvation and/or dehydration despite an abundance of available food and water.

It's also lacking are more - "general oversight" in terms of a grid's power needs/utilization and easier indicators what your crewmember is needing/lacking. after all they got voices, so they could tell you. (No they don't tell you when they're dehydrating and about to keel over).

This being an Early Access title, you're hereby warned. I can see where this game is going with its potential. The dev team is a small one with three on-site staff and three external contractors, which explains why their progress is so slow, especially considering the complexity and intricacies of this type of games; and it seems they developed their own engine for this, instead of using a middleware like UNITY.

VERDICT: buy when <10 USD or when AI/pathfinding has drastically improved. Until then; No.
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0.4 hrs
Early Access Review
Posted: October 16
I like an idea, (I would not buy it otherwise) but at this moment I would advice against buying this game.

Technically it is like old good dungeonkeeper but in space. The problem is, controls are so awkward that they turn the game in to the pain to play.

Developers should also consider removing that "digital noise" filter from the game (or at least have an option to turn it off) because it really does not add any value to the game - it just tires your eyes and makes You wish to turn the game off within first 10 minutes of gameplay.

The general guideline is that while games should provide some kind of challage to be interesting that challange should not be in form of bugs and awfull user interface but in a good AI, or challenging story instead.

Personally - I was blasted away by the fact that I was somehow removing whole parts of base with just a single click instantly or placing doors randomly without a chance to cancel such "design errors".

I faced these issues at the time I did this review. These might be resolved some time later.
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0.6 hrs
Early Access Review
Posted: October 16
Bought this game knowing it is in development. What I read about it appealed to me - especially simulation parts and hard sci-fi approach.

First, good stuff - game is not finished, but it is playable and you can certainly mock around interesting parts of running explorer's base. Atmosphere is gloomy but not overbearing, As sound production geek I love work done on sound. Loving sim parts of the game, also that author explains work behind features. While I have issues with interface - down with bad stuff - they are certainly mendable. I can recommend game for sci-fi fans easily, especially if you pick it up during sale. Worthy to follow development.

Bad stuff - I have performance issues with my Linux port, it feels clunky and FPS drops a lot. Still, it's Early Access, so I don't mind much about it. Now, interface can become seriously cluttered if there's too much stuff going on. Tutorial level needs more pauses and more explanation, I got my two explorers kiled with ease.

In overall, very nice foundation to continue to improve. Will give tutorial another try to keep all them alive.
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2.5 hrs
Early Access Review
Posted: October 15
Literally unplayable with the amount of crashes and freezes. Has a great concept and I hope they fix all the bugs, but it's not woth buying yet.
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1.7 hrs
Early Access Review
Posted: October 15
I tried to like this game, I really did, and really wanted to enjoy it. But when I finally broke down and purchased it, there were just too many issues for me to enjoy it.

The pacing is very plodding, with a dark and gloomy atmosphere. There's no joy or hope on Maia.

Colonist AI is atrocious.

UI is difficult to understand and very clunky in its feel.

I like the concept, but it's just not very enjoyable or understandable about what's going on.
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3.6 hrs
Early Access Review
Posted: October 15
Buggy sometimes but hopefully will become a good colony game.
Helpful? Yes No Funny