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 (306 reviews)
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 may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

“Hi! Thanks for checking out our early access release of Maia.

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 (0.40) allows a basic level of colony building, colonist interaction and base simulation, but the best is still to come!

We want to keep development hurtling forwards at a steady rate and plan to release update builds every week (probably on Fridays) as the game progresses.

Alpha access gives us the unique opportunity work with the community to craft the game together. 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 to me, the developer, I am @Simoroth on Twitter!”
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Recent updates View all (5)

August 26

Maia 0.44 has landed!

Maia 0.44 is out! Here's a quick video of me giving the new build a go.

http://youtu.be/g2nwQ999F_I

New features:

Catastrophic earthquakes! Poorly constructed bases are now vulnerable to chain reaction collapses. Digging out large areas will cause structural weaknesses to build in the rock above. Strong earthquakes can cause the rock to give way, destroying anything unlucky enough to be caught underneath. Build rooms and bulkheads to strengthen areas and avert disaster.



Reworked research! Secure new technologies with an improved research system. Collect animal remains and fossils to generate data on the planets ecosystem. Colonists with free time and rest will turn their minds to invention and generate data on their own.

Creepy herbivorous underground dwellers. A new creature to destroy your solar panels and ruin your day!

AI improvements. The AI now has a greater understanding of the world around them. Colonists now track over fifty individual and group needs and will make smarter decisions on what tasks to carry out.

Even more Haikus! With many more topics to explore and a more detailed understanding of their environment, the colonists can now write one million different procedural poems. They can also write useful reports, which is probably more important that poems.



Save games. Detailed additions to the save system now track far more aspects of the simulation. Allowing you to carry forward every aspect of your base

Engine performance upgrades. With some careful profiling and optimisation I have managed to increase performance by up to 15% for low end users. Further upgrades in the game code have levelled CPU usage, which should reduce frame-rate stutter and similar issues.

Medical treatment. Your colonists can now rest up in the medical room to overcome their injuries and ailments. Injuries will are now more obvious and shown through the characters movements.

Game code improvement. A massive rewrite of the core game code has eradicated the stability issues and allowed for more aggressive use of system memory. It also opens up the path towards extensive scripting support for modders.

Other changes:

  • New shrubberies and a more realistic procedural planting system.
  • More ground detailing.
  • Linux fixes. XDG compliance and a few windowing improvements.
  • Fail states when you are terrible and should feel bad.
  • Hopper functionality actually working. Efficient storage of building materials.
  • Amnesia issue fixed. Colonists will try to remember what they are doing when the world changes.
  • Text speed variation. Larger chunks of text are drawn faster to remove waiting for it to appear.
  • Animation flickering fixed.
  • Fixed creatures coming into the base to sniff things.
  • Colonists are no longer compulsive eaters.
  • Lots of sound tweaks. Atmosphere alarms are more obvious.
  • IMP lockups eradicated.
  • Temporary quicksave icons on the GUI because nobody ever remembers to look up how to save.
  • Death reports are no longer sent twice.
  • Colonists landing from orbit are less likely to land somewhere bad.
  • Lots of other small glitches fixed.

Thanks for being patient whilst we got this huge update together!

34 comments Read more

June 11

Maia 0.43 is live!

We've just released the latest alpha build of Maia.

Here's a few things to look out for:

Brand new IMP AI. The IMPs will now be more useful and plan and execute orders better. They can now run and will manage water barrels and the storage room better.

Core AI rewrite. Lots of small AI bugs sorted. The code for the core AI components has been unified and as a result is faster and less buggy.



Pathfinding and multithreading optimisations: Smoother game-play with a 15% increase in performance on some machines and a noticeable reduction in stuttering.

Casualty reports: When a colonist dies, you'll be presented with information about their injuries. The data obtained from their loss can be fed back into your research program.

Snap rotations are more responsive and tweakable. Hold control when rotating an object to have it move to the nearest 45 degree angle.

Crew drops have been polished. Expect your new charges to arrive with style.

Beds are now usable from both sides and colonists will sleep for longer to reduce their fatigue.

Graphics glitches on the edge of the map and many other small glitches smoothed out.

Megacephalalgia is better balanced, will come inspect things you leave outside. It will also groom itself and perform other animal like behaviours.

Other changes

  • Progress reports can no longer come from dead colonists.
  • Animation system flicker and popping fixed.
  • Megacephalalgias no longer turn into chickens when loading.
  • Several savegame crashes fixed.
  • Colonists movement tweaked. Colonists will avoid running through bulkheads.
  • Colonists who die outside will now collapse instead of turning into creepy statues.
  • Comms tower is easier to build.
  • Atmosphere generator will decay slower when turned off.
  • Turret emits smoke when firing.
  • Few other % tweaks on wear and tear.
  • Fix for some objects not being prioritised well by colonists (Building superfluous workshop tables etc.
  • Updated to the latest SDL.
  • Fixes a slowdown caused by Megacephalalgia running out of food and flooding the path finder looking for more.

Previous Update

21 comments Read more
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About This Game

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.

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 habitable and your task is to gain a foothold on this strange alien world, building facilities where your colonists can live and work, as well as researching the secrets that this planet holds.

Taking inspiration from games as diverse as Dungeon Keeper, Theme Hospital and The Sims, Maia also draws from 1970s sci fi aesthetic and features a healthy dose of dry, dark humour. It's a mix of strategy, management, construction and terrible deaths on a distant world. Not everyone is up to the task of off-world colony command. Are you?

Key Features


  • A custom-made game engine with stunning graphics and visual effects.
  • Advanced colonist AI that models behaviour, needs and even mental health.
  • An enormous procedurally-generated world, up to 2km x 2km with multiple levels.
  • An atmospheric and adaptive soundtrack that responds to in-game events.
  • Detailed simulation of base temperature and atmosphere.
  • Meteor strikes, seismic activity and solar flares, among many, many other dangers.
  • Genetically engineered super chickens.
  • Hard science fiction research based on real future tech.
  • Occasionally reliable 1970s-style technology.

To Come


  • Both a sandbox mode and a single-player campaign.
  • A first-person exploration mode.
  • Indigenous life forms and a functioning food chain.
  • Somewhat sassy computers.
  • Realistic water and lava simulation.
  • Cats with bee suits.

Linux and Mac will be supported in the coming week.

System Requirements

PC
Mac
Linux
    Minimum:
    • 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
    • Hard Drive: 2 GB available space
    Recommended:
    • 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
    • Hard Drive: 2 GB available space
    Minimum:
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 2 GB RAM
    • Graphics: Radeon HD 6750M
    • Hard Drive: 4 GB available space
    Recommended:
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: NVidia 650M
    • Hard Drive: 4 GB available space
    Minimum:
    • 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
    • Hard Drive: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
    Recommended:
    • 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
    • Hard Drive: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
Helpful customer reviews
93 of 115 people (81%) found this review helpful
8.8 hrs on record
Early Access Review
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.

Etc.

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.
Posted: May 28
Was this review helpful? Yes No
57 of 71 people (80%) found this review helpful
2.6 hrs on record
Early Access Review
Brilliant concept and engaging mechanics.

Absolutely horrific UI.

"Make sure that the system communicates what’s happening. Always inform your users of location, actions, changes in state, or errors. The use of various UI elements to communicate status and, if necessary, next steps can reduce frustration for your user. " There isn't even any indication you saved. For that matter there is no keybinding available.

"Use typography to create hierarchy and clarity. Carefully consider how you use typeface. Different sizes, fonts, and arrangement of the text to help increase scanability, legibility and readability."
Needing to hover over somethign for 30 seconds to read the tooltip is not okay.


Let's use the basics:
"
1. Does this interface tell me what I need to know right now?
2. Is it easy to find the information I'm looking for, or do I have to look around for it? (Are the menus nested so deep that they hide information from the player?)
3. Can I use this interface without having to read instructions elsewhere?
4. Are the things I can do on this screen obvious?
5. Do I ever need to wait for the interface to load or play an animation?
6. Are there any tedious or repetitive tasks that I can shorten (with a shortcut key, for example) or remove entirely?
" Maia fails to pass any of these test except for number 6, and even that is only half passed as you need to search the internet just to find the keybindings.

Great game, with an unplayable UI/UX.
But, hey, it is early access.
Posted: June 18
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1 of 1 people (100%) found this review helpful
13.7 hrs on record
Early Access Review
In this game I like how you have to mine for resources and can build new rooms that contribute in different ways to the survival of the colonists. I also like how building a new room will give you access to new objects that you can construct. The AI of the robot and colonists needs to be improved. I don't know how far you can go in the game because I have always had to restart because of colonists not building objects that I place after I've spent some time in the new game, or the robot not mining out an area that I've assigned it, or because the characters get stuck in eachother. I'm sure that this will be fixed in the updates to come, but these issuse shouldn't stop you from getting this game because despite these issues, I enjoy playing this game and I recommend it.
Posted: July 11
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1 of 1 people (100%) found this review helpful
3.9 hrs on record
Early Access Review
Needs a lot of work but also has a lot of potental as well. Wish the devs would update the control system so the player can control the conlonists to do certain tasks.


I give it a 5/10
Posted: May 8
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1 of 1 people (100%) found this review helpful
6.1 hrs on record
Early Access Review
A neat game with a good concept, but is nowhere near playable in any respect YET. Currently (as of 19th June 2014) the game lacks such features as working save system, game stability, solid AI pathing, room code management and much more.

With more funding/staff or time this game can be amazing, but right now? Don't even.

As of current version I recommend this game, with a HUGE caveat; Know what you're getting into: An unfinished, very early alpha of what could possibly be a great game. If you trust the developers wont get sick of the game and run off with the money (anyone remember Towns?) then give it a go and see. If you want a fully functioning game, keep it on the wishlist and wait until it gets out of early access.
Posted: July 19
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168 of 221 people (76%) found this review helpful
1.4 hrs on record
Early Access Review
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. The price is a bit 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.
Posted: January 6
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