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 (479 reviews) - 46% of the 479 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 0.50! 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 (0.48) 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 by around 10% 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 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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"It's a little rough right now, but the developer is a great guy and does regular updates."

Recent updates View all (13)

October 22

Update 0.51: State of the Art

Maia 0.51 is live! Here's Simon playing the latest build:

Good news 64bit users! There’s been a change in how the game uses hardware. Maia now has both 32bit and 64bit versions, Steam will detect players hardware which means those using 64bit can get improved performance. Don’t worry, we’re still supporting and testing on 32bit and will be for the foreseeable future.

In addition to the existing sandbox, Maia now has 3 standalone scenario missions with directed gameplay. Fleshing out Maia's hard science fiction narrative and lore, players now have several hours worth of missions with many more hours to be added in the upcoming months.
The current missions included in update 0.51:

An orbital habitation module has taken a direct hit from a cloud of micrometeroids. Build a sustainable colony to house the influx of survivors.

Survive the arctic winter’s polar twilight in this remote research station. Battle with the cold and darkness to keep your colonists sane and alive

Study the complex local ecosystem of a rapidly encroaching equatorial jungle.

Along with the addition of Avian Feeders, Uberhuhns are now a lot more intelligent. Now with their own wants and needs, chickens will feed, socialise and lay Microuberhuhns to repopulate. Slight changes have also been made to how colonists choose which chickens to eat. The avian feeders slowly supply food to the chickens as well was attracting them to certain parts of your livestock containment room with warm lighting.

Aid your colonists expeditions across Maia’s surface with refill points. Colonists can replenish their vital needs at these stations so they can travel further out into the unknown landscape.

Solar events can cause your equipment to not work as intended. Players will now receive warning emails to alert them when a solar event is occuring.

Death, failure and mission emails now pop up as soon as you receive them to ensure players don’t miss important gameplay points.

To simplify item creation, when the player right clicks in object building mode it will revert the mode to selection mode. Right clicking will also delete blueprints or set build objects for destruction.
Left clicking on a blueprint in selection mode will “grab” the blueprint reattaching it to the cursor and put the player back in to object build mode.

When placing objects, some items information will now show power requirements as well as current grid demand.

Info tips have now been fixed for many items including fossils, bulkhead doors, beds and plant pots.

More colonists animations to show emotional states and needs! Hungry Colonists will now grasp their stomachs to let the player know they are hungry.

The order in which colonists will want to build atmosphere generators and doors has been changed to work smoother in emergencies, such as atmosphere loss. Research has also been broken up into over a dozen separate needs to allow the colonists to better prioritise data entry, collection and computation in the four research areas.

The robots will now delegate tasks if they come across other robots. Lights have also been added to help you find them in the dark.

We are now building and testing our OSX version of the game against El Capitan. We recommend Mac users make the free update to El Capitan for an optimum experience.

  • Fix for missing research.
  • Back buttons now go to menus a level above instead of the top level menu.
  • New technology research perks added.
  • All found start up and crash bugs fixed.
  • Blocked interaction points will no longer be advertised to the AI. (Less getting stuck in walls)
  • Small optimisations on world data, loading time.
  • Optimisation of pathfinding to save memory.
  • 64 and 32 bit save interopability.
  • Tree research bugs fixed.
  • IV drip now provides food and water to colonists.
  • VO bug fixed. When stating the atmosphere is low, it’s now a lot more likely to say the room name rather than just “base”.
  • Seems the colonists if you worked them hard enough would get incredibly hot. They’d then start sweating so hard that they’d get drenched and rapidly cool to a dangerously low temperature. Their bodies would then burn all their energy reserves thermoregulating back up to a better temperature. They’d then starve to death. This is now fixed.
  • CPU optimisation for the colonists.
  • Building materials/minerals pick up bug fixed.
  • Fix to speed up AA a bit.
  • Code cleanup reducing memory footprint.
  • Cache optimisations.
  • Texture loading fixed.
  • Bugs removed from the email system.
  • Important emails now pop up.
  • Mission success and failure in sandbox.
  • Wind variation reduced and balanced.
  • Power usage and balancing tweaks.
  • Bugs due to new missions fixed.

Update trailer:

We hope you enjoyed Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.

11 comments Read more

September 3

Update 0.50: Stardystopia

We've hit 0.50! Maia's latest update brings stability and some serious bug fixes! We've been working hard to eradicate as many issues as possible. We've also managed to squeeze in new features that improve gameplay such as custom maps, expanded research and a brand new robot.

Update Trailer:
Gameplay from Simon:

New Features

Climate Change
The option to change the climate of your map has been added. Players can choose from Megathermal, Mesothermal and Polar as well as choosing map sizes, flora and fauna population sizes, and whether the map is on an earthquake hotspot. With these new climates, come the introduction of new trees.




Aye, Robot!
The utility robot has been added! At the moment this robot is equipped with a repair arm. This arm allows the robot to travel around the base repairing items. This frees up colonists to get on with other tasks like staying alive.

New Research Upgrades
Once researched, players can now add lithium to the colonist’s water if they choose to. This stabilizes colonist's moods, however, it may cause... unwanted side effects. There is also the ability to research the new trees.

The Necropsy Table in the Research Lab can now be used to gain research data. Once the colonists have killed the Megacephalalgia creature they can study a sample they collect.

Email System Scroll
Mail can now be scrolled through using arrows that appear after you receive 6 emails. This means players can control which emails they keep. There are also new email icons to more easily show whether the email has been read.

The Only Good Bug Is A Dead Bug

The largest part of this update is the amount of bugs that have been fixed. Here's an extensive list of fixes and changes we have made to existing features in Maia.

IMP Robot Bug Fixes
  • IMP Robots now remember their correct orders when the game has been saved and loaded.
  • Robots will not become fixated on tasks that can not be completed.
  • Dig orders that were removed will no longer revert on loading.
  • Removing the last IMP Robot and using the IMP search button will no longer cause a crash.
  • Removed IMP Robot's ghosts no longer count towards the robot safety limit.
  • IMP Robots will now take body bags to storage meaning a less cluttered base.
  • Thankfully, IMP Robots no longer deposit dead colonists (or building materials) in the rubble hopper.
  • IMP Robots now have an idle wander behaviour, They will not wait around to get encased in walls.
  • IMP Robots will store water barrels in more sensible positions.
  • IMP Robot turn speed has been slightly increased to speed up their productivity.
  • IMP Robot self awareness added.
  • Although quite rare, colonists and IMP robots may have conversations.

Power Bug Fixes
  • Flywheel and Super conductors now accurately display the amount of energy stored instead of defaulting to yellow.
  • Power capacity is also now tracked and sent in power report emails.
  • It will no longer be possible for underpowered objects to burst into flames. Items will also turn off if they are on fire.

Loading Game Bug Fixes
Maia had a few bugs caused by saving and loading the game. A lot of these bugs have been solved. These include:
  • Meteorites are now loading correctly and maintain their fossil type.
  • 3D Nanoprinters now remember that they are printing on loading.
  • Hydroponic trees now maintain how much they have grown rather than resetting to their mid point.
  • Water Barrel's now maintain their count on loading.
  • Locked doors save on load and doors will no longer appear inside the walls.
  • Fossils retain type on load and will be placed in stands correctly.
  • Plant sample containers now save the transferred KB.
  • Turrets save number of rounds remaining.

Colonists Bug fixes and AI improvement.
  • Limping colonists will not get stuck in a looping animation when they are dead. (No more zombies.)
  • Food energy intake has been rebalanced due to the colonists often starving to death.
  • Colonists are no longer standing inside each other.
  • If there are less than 3 available living people in the base, colonists will not wait in the airlock for a guard.
  • Colonists will now take care not to let the chickens go extinct.
  • More death reports have been added to inform the player of death from cave ins and explosives.
  • The hygiene need has been turned on and colonists will use toilets. Toilets animations have been synced up.
  • Colonists can now destroy unwanted glow sticks.
  • Medical beds are now much more effective at healing colonists.

Other AI Bugs
  • AI will now go towards the nearest interaction point on an object rather than a random one.
  • Creatures no longer stand in the same place as others.
  • Pets and Uberhuhns will no longer go outside into the dangerous atmopshere.

UI Bug Fixes
  • The bug that causes Maia's UI to become warped and disappear has been worked on.
  • The lander and save buttons should now appear for all players.
  • Buttons no longer flash when they are not meant to.

Mail Bug Fixes
  • Screen effect for open mail has been corrected.
  • Players will now receive the correct failure message when all their colonists are dead.
  • Players should no longer receive mail spam for building materials.
  • Read emails now show a different icon to make it clearer for players.
  • New email system! Scroll buttons will appear after 6 emails making it easier for players to open and keep important emails.

Light Rendering Improved.
  • The engine's screen light tiles can now render up to 32 lights. This will reduce visual glitches and improve performance.
  • Light distance tweaked to fix hard edges.

GPU Usage
  • Many texture assets in Maia have been optimised, which as lead to a large reduction of GPU memory usage.

Oh no! The Steam Announcement page can't handle all the news! Head over to our site to read the rest of the update announcement.

16 comments Read more
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About This Game

Maia is space colony building simulator from independent developer Simon Roth. Guide your colonists as they make planetfall on a hostile alien world and do your best to ensure their survival and safety.

Your Mission

Keep your colonists alive by constructing their off-world habitat from the planets crust and sheltering them from a dangerous and often deadly environment. 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 the planet holds.

Build your Base

To keep your colonists alive, you will need to build rooms for specific tasks. Your colonists need a living area, livestock containment and research lab, among other kinds of rooms. To expand your base further, you can use your IMP Robots to clear out areas of the cave your colonists have chosen to inhabit. The detailed simulation of temperature and atmosphere within the base influence the colonists and their actions.

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 habitable and there is room for you to build your base. The world is currently up to 2km x 2km with multiple levels.

Standalone Scenario Missions

As well as the existing sandbox experience, Maia currently has several hours of directed gameplay with many more to come with future updates. Build a sustainable base in Cassiopeia, survive the arctic winter in The Twilight Zone and study Maia's local ecosystem in SN1572.

Research and Learn from the Planet to Survive

The hard science fiction featured in the game is based on real technology. Because a lot of the equipment is ocassionally reliable 1970s-style technology, the colonists must also spend their time fixing and upgrading items as they build the base. The creatures that inhabit Maia are also based on real world research.

Dangerous Atmosphere

Manage the atmosphere in your colony with carefully placed airlocks, doors and bulkheads. Keep the air flowing or face the horror of painful asphxiation.

Advanced Colonists AI

Your colonists are real people. Simulated right down to their wants and needs. You must try to keep them happy, and perhaps more importantly, sane.

IMP Robots

Let the IMP robots do all the digging for you. Use these robots to clear out areas so you can build more rooms.

Treacherous Weather Patterns

Maia isn't safe. The weather alone can be deadly. The meteor strikes, seismic activity and solar flares can become risks to your colonists and their equipment.

Genetically Engineered Super Chickens

To survive, your colonists will need to create and manage new sources of food. Introducing the genetically engineered super chicken, the Uberhuhn. With research you will be also able to harness the local fauna and flora to keep the rations stocked.

Custom Engine

Maia's game engine is custom-made by Simon Roth. Exclusively used in Maia, the custom engine has stunning graphics and visual effects.

Immersive Soundtrack

Maia's soundtrack is atmospheric and adaptive, it responds to in-game events and draws you into the Sci Fi aesthetic of the game.

The Inspiration

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.

To Come

  • Campaign missions.
  • A first person exploration mode.
  • 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 games 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.
Helpful customer reviews
2 of 2 people (100%) found this review helpful
1 person found this review funny
1.3 hrs on record
Posted: November 25
Early Access Review
Okay. A lot of people have been talking bad things about this game. I strongly disagree. Not only is this game fun to play but it has very few major issues or bugs that are noticeable. Sure this game has been in Early Access for a long time but I know I would rather have a finished game than an unfinished one. This is an indie title, they don't have money to spend on hundreds of coders and artists to speed up the process. This is a fantastic game and although it's difficult I have had great fun playing it.
Was this review helpful? Yes No Funny
4 of 8 people (50%) found this review helpful
0.7 hrs on record
Posted: November 18
Early Access Review
At this point in time the game is extremely buggy and lacking in features. A poor clone of other similar games
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
9.8 hrs on record
Posted: November 22
Early Access Review
To many bugs and glitches,
Was this review helpful? Yes No Funny
80 of 101 people (79%) found this review helpful
3 people found this review funny
5.5 hrs on record
Posted: August 2
Early Access Review
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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34 of 45 people (76%) found this review helpful
2 people found this review funny
12.0 hrs on record
Posted: June 14
Early Access Review
Bugged, uninteresting. I tried to like it, I really did - I love these kind of games, and it's pretty hard to go wrong by me when it comes to sci-fi micromanagement.

I've been playing since pretty early, trying to get the game to do what I want. But, it won't. I find myself constantly having to save and reload the game in order to "kickstart" the AI to doing what they should be doing, which hasn't been fixed since I bought it some time ago. Graphically speaking, ignore the screenshots - it's a lot of lense flare and lighting and effects trying to cover poor textures and untenable design.

Updates are SLOW. This latest update seems to have been a weekend of drawing a couple of textures and dropping the script into the game. This is what counts as an update.

Beyond all that, you spend about a half hour of playtime and pretty much experience everything the game will ever have to offer. Seriously. Colonists eating. Colonists sleeping. Colonists running here and there doing tasks that feel as mundane as this game is.

I'll try again when it gets to Beta, but...
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