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 (583 reviews) - 45% of the 583 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 (29)

June 23

Maia 0.62: Who's For Dinner?

It's update time and Maia 0.62 has been deemed fit for consumption! Here's a quick video of me showing off some of the latest features I've been working on.

Alien Breeding and Parenting Behaviours
More of the alien creatures can now breed and produce a flock of tiny cute murder machines. This will change how they protect their territories, react to colonists, and also feed back into the simulation of the ecosystem in new and emergent ways.

Baby creatures, and animals of all sorts, will now imprint on the first thing they see and follow and copy their new parent. So be sure to keep your livestock room doors locked unless you want your dogs to become unsuspecting parents to your hatchling chickens.

Colonists will now sometimes break down and run away from something if it terrifies them, such as an alien sneaking into the base or an out of control fire breaking out. They will go cower and cry and feel guilty about how much of a burden they are to the colony.

When trapped in rooms colonists will start getting very upset and start banging on doors to try and escape. Leaving them in the room will deeply upset them, potentially damaging their sanity causing them to harm equipment or themselves!


Fine Dining
Colonists can now sit down at the dining table for relaxing communal meals in the living area, allowing them to rest, eat and socialise simultaneously.

They can can also now deposit raw food supplies in the storage room if there is a surplus of production. These can be picked up later to build ration packs or to fill a food preparation station.


Deep Learning
Colonists can now learn skills by practising them, once a new skill is leant it will allow the colonist to perform the action better, faster or more often. They can also sit at desks to learn new expertise in theory, saving themselves the effort and bringing more exotic skill sets to your colony.


Other major changes:
  • Fix for locked doors blocking nearby objects.
  • Loads of new detail and variants in colonist activity report emails.
  • Colonist activity reports added for building rooms, panicking, and shooting animals.
  • New 32 exe for Windows users. Stop using 32 bit Windows, please, join us in the future.
  • Turret tracer effect added. Turret PFX updated.
  • Several object placement problems fixed (such as nearby blocked objects stopping you placing something).
  • Higher density of grass, foliage and creatures on the exterior world map.
  • Button flashing added for new emails to grab the user's attention faster.
  • Fusion reactor now requires you to initiate a power up. This will require many fly wheels or super capacitors.
  • Fly wheels and super capacitors have a higher capacity to better represent future materials. This now makes a larger solar powered base more feasible.
  • Smelting rebalanced.
  • Colonist stockpiling needs balanced.
  • Rebalancing of lighting.
  • Colour grade changed.
  • New animated volumetric fog outside.
  • Lava fluid simulation optimised.
  • Body KJ of energy for creatures changed which should lead to different hunger and carrion behaviours.
  • Bug with air vents settings fixed.
  • Crop blight tweaked to be slightly less predicable.
  • Several maintenance needs tweaked for different items.
  • Pips added to the GUI between emails to denote the differences in specific days.
  • Fixed several door pathfinding fixes.
  • Massive performance optimisations on several core systems. (40% better frame rate in some cases).
  • Many small optimisation fixes.
  • Fixes for several missing pfx in the exterior and lava.
  • Large amounts of code cleanup on game and engine.
  • A few potential crash bugs fixed.
Maia is now undergoing very regular changes. Sometimes several a day. Get on the development branch if you'd like to be part of this transition from Alpha to Beta. The 1.0 release for Maia is now set for August so I need all the help I can get with testing.

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

13 comments Read more

April 21

0.61: A Maze Of Death

Maia 0.61 is out now. Right now. This build brings many new useful features to the game and a significant amount of tweaks and fixes.

Here’s a video of me playing the latest release:


This update brings several new user interface and management tools to the game. Room options are now available and allow for managing the stockpiling of items, new security features and even tweaking the lighting of a room. Just click a room to see the available options. Carefully managing these fine grained controls can significantly improve the efficiency of a busy base.

When placing items the UI now presents more useful information about whether an object is reachable, and visible paths are shown to illustrate how the colonists would walk to the item.

Movement orders

You can now practice your interior design skills and rearrange items in your base using the new movement order. By click-dragging on an item you will create a new move order and your colonists will push the items to their new locations. Utility robots given movement orders will use them as waypoints and if they are not too busy, go directly to the locations.

The tutorial has been significantly reworked and with more guidance and information, and provides an easier and clearer first contact with the game. Even experienced players may find it useful to give it another go.


Build priority changes for better base flow and design. Colonists are now more aware of the flow of a base and will order door builds based on the need of that specific room. They will also no longer have complete emotional breakdowns when locked in a room with no doors, so will build one if it is placed. They will also share workbenches more efficiently and the amount of duplicated builds has been reduced.

Suit refill points are now critical to surface operations. You can no longer build items far away from your base and must build a supply chain to the item so your colonists can restock their suits and rest.


Resuscitation and first aid has been added, allowing colonists to save unconscious members of the team (if they like them enough). Just ensure you pick some colonists with medical skills as improperly given resuscitation can give patients other health complications.

Other notable changes:
  • Colonists with surface walking skills will now walk much faster in suits.
  • Atmosphere generator output increased a little.
  • Vent system tweaked to push less air than the atmosphere generator.
  • Medical emergencies are now mentioned by the base announcer.
  • Probe generation fixed. Every map now has several lost robotic probes to find.
  • Tutorial spelling mistakes fixed.
  • Migration event emails now lock onto specific creature.
  • Camera locks on to colonist who sent an email when it is opened.
  • Utility robot infotip fixed.
  • If an AI is destroyed in code they will now properly release any item they were using.
  • Tutorial can now be completed using the alt-rotate.
  • Text overlays for objects and rooms are no longer drawn when an email is open.
  • Mouseover text is hidden if the player opens the manifest.
  • Cursor animations for left and right clicking.
  • Cursor size options added to the menu.
  • Capsules should no longer land next to each other.
  • Holes in several environment models fixed.
  • Fix for pathfinding bug where colonists went to wrong interaction point, potentially getting stuck.
  • Interface options menu split off.
  • Lights brighten when mouse-overed.
  • Tracking sound fixed to only fire when clicking a living item.
  • Sounds for selecting colonists on the menu added.
  • Sounds for turning on and off heaters fixed.
  • Fixed several colonist animation bugs.
  • General game code improvements and optimisations.
  • Inter-gameobject messaging improved code quality and to reduce bugs.
  • Engine render calls made more efficient.
  • Lava lights fixed.
  • Lava optimisations.

As you may be aware, we are rapidly approaching beta, so do send us all your bugs and issues. Be sure to get yourself on the development branch to see all the latest changes.

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

10 comments Read more
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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.

What Curators Say

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Mixed (583 reviews)
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