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 (495 reviews) - 46% of the 495 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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Recent updates View all (15)

February 5

Update 0.53: Feedback Loops

The first update of 2016 is now live! Welcome to the future!
This build has fixed all critical game play issues and also introduces colonist selection, mineral smelting, the manifest screen, as well as a selection of new items and features.

Here's Simon showing off some of the latest changes:

Colonist Picker
When starting a game you will now get a detailed colonist selection screen. You'll be able to pick 4 out of the 6 people displayed. The Colonists have over 60 different expertise possibilities along with a psychological profile and fitness information. Using these attributes you'll be able to pick your perfect team. Each skill will have a subtle effect on game play. Choose wisely.

You'll be able to keep track of several things going on in your base through the addition of the manifest screen. Hover over the [?] button to receive a report of your colonists and robots as well as your minerals, materials and supplies.

Ventilation Systems
Along with improvements in the simulation of atmosphere you can now place ventilation systems to pull air in or out of a room. This allows you to control the atmosphere's flow through your base. Create backup airflows, reroute air away from fires or leaks or turn your hydroponics room into a massive atmosphere generator.

In order to create objects colonists need to refine minerals for building materials using a smelting and extraction system. Minerals from the rock walls will be placed in the machine where they will be transformed in to building materials on your command. Colonists will then collect the finished materials for use in future construction.

Aesthetic items
Light up your colonist's world with new furniture items.
Placing aesthetic objects will improve the look of your base and make your colonists so much happier. Use their motion detection setting to conserve precious energy.

Lost Colonists
Colonists stuck far away from your base will now express their confusion and wander around until they get to the closest part of your base. This will help you find out why they are stuck and let you clear a away for them with your IMPs or explosives.

New and Improved Tutorial
The tutorial has now been moved over to be part of the missions.

Additional Changes:
  • Atmosphere simulation has been refined, bugs fixed.
  • Utility bots no longer fix burning items.
  • Sound for Utility bot is shorter to avoid sounds getting caught.
  • Utility bot less likely to get stuck outside.
  • Colonists needs rebalanced. Decreasing potential for starvation.
  • Fix for cave in breaking camera.
  • Fossil and fossil holder fixes.
  • Plants no longer reduce atmosphere when respiring.
  • Fixes for several rare interaction based crash bugs.
  • Fixed several bugs that came from new features.
  • It's not longer possible to possess a utility bot before it's been built.
  • Turrets no longer spin uncontrollably after shooting a creature.
  • Chicken fire sounds no longer loop on load.
  • Several missing sounds added.
  • Colonists will not run outside without a suit on to drink water.
  • The colonist death stare has been eradicated. The humans will not stare at each other until they die anymore.
  • Social needs for IMPs balanced.
  • Accessibility of planters improved.
  • Alerts during missions will now appear separately to avoid confusion from missing certain emails.
  • No longer will chair blueprints grow plants if you delete the seats.
  • Annoying continuous beeping after a colonist dies has been limited to one beep per death.
  • The hand will now not disappear when pressing a key during the menu.
  • Tape Storage Drives now keep their angle after saving and loading.
  • First person camera jumps and glitches fixed.
  • Room placement code more efficient.
  • Path finding CPU optimisations.
  • GUI and other sounds improved.
  • Anti-Aliasing and lighting optimisations.
  • Font data will not be reloaded for every piece of text.
  • Menu crash bug fixed on OSX.
  • Linux crash bugs fixed.
  • All known crash bugs fixed.
  • Extended scripting of missions added! Get modding!
Update Trailer
We hope you enjoy Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.

Simon is currently streaming live development right now! Come join us!

4 comments Read more

December 17, 2015

Update 0.52: In, Robot

Maia 0.52 is now out. The main focus of this build has been bug eradication, AI improvements, and the long awaited first person "possession" modes.

Here's Simon showing off some of the latest changes:

First Person IMP Robot
Experience Maia through the eyes of the IMP Robot, walk around your base doing the tasks the IMPs usually do, explore outside, mine the rock walls for minerals and build Nanofibre Blocks. First person mode introduces a whole new way to observe and interact with the planet Maia. To enter this mode, click/track the object you want to possess and click the new icon that appears at the bottom of the screen.

Utility Robot Control
In addition to the first person IMP Robots you can also view the world of Maia through Utility Robots. Using it's repair arm you will be able to repair objects and "accidentally" set colonists on fire.

Turret View
Keep watch of your base by possessing the turrets. The turret view adds a unique way to view Maia.

Colonist Suit Head Cams
Cameras have also been mounted in colonist suits so you can see what they colonists see when they are outside.

First Person Door Control
Take control of the doors around your base. Open and close to allow colonists, pets and robots entry to rooms. This is really great for annoying colonists.

Hydroponic Agriculture
Feed your colonists a varied diet with the addition of potatoes, carrots, kale and broccoli. Each of these plants take a different amount of time to grow, and produce different amounts of energy and micro-nutrients, allowing you to manage your colonies supplies more effectively.

Rendering And Performance Improvements
Lens flares and reflections and general rendering have been improved and game performance has been enhanced by code clean ups and alterations.

Change log:
Construction planning tweaked. Colonists are more aware of complex needs. For instance won't build more beds than people, prioritize atmosphere generation in rooms more likely to run out of air, and not build more beds than there are people.
  • Colonist can now die from dehydration.
  • IV drips now work to medicate colonists who are dehydrated or starving.
  • A sparkle has been added to the cave system to create the feel of dust.
  • A whole host of new sound work have been added to the game and UI such as footsteps, robot movements and other ambient noises.
  • When a colonist claims ownership of a blueprint, it will brighten the hologram to show it.
  • IMPs are now smarter about picking up minerals. Can carry two at once.
  • Most IMP lockups fixed.
  • Colonists no longer get enamoured with Voxnocturnus when they are set to interact with them.
  • Gaps in some of the info tips on items have been fixed.
  • Colonists should no longer risk running outside with their suits off to get minerals.
  • Several colonist needs balanced. Socialising will take up less time, colonists are more likely to avoid it if they have an important task.
  • Socialising colonists do a lot less spinning around to look at the person they are interacting with.
  • Colonists will no longer stare each other to death.
  • Balanced base spawning for sandbox missions.
  • Screenshots are now working in Steam.
  • Colonists path finding to research trees has been improved.
  • Colonists empty barrels of water at the correct time.
  • A lot of sounds have been added or corrected. This includes email and UI sound effects.
  • Flags can now be deleted if you're not feeling very patriotic.
  • Hydroponics priorities have been reduced to stop colonists becoming obsessed with them.
  • Turret blueprints can now be removed fully.
  • Animation system fixes to stop stuttering and repetition of actions.
  • Fix to stop dead colonist's brains using up processing power.
  • Various memory leaks fixed, specifically when repeatedly f9 quickloading.
  • Sun no longer rises in The Twilight Zone.
  • Plant growth is balanced and more realistic.
  • Path finding overhaul, colonists less likely to attempt to build things that are potentially inaccessible.
  • Code clean up and optimisation of several subsystems.
  • All known game play crashes fixed.

Update Trailer

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

3 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.

First Person Mode

Experience Maia through the eyes of the IMP Robot, Utility Robot and Doors. Traverse around your base doing your robots tasks for them. Explore outside, mine the rock walls for minerals and build Nanofibre Blocks. First person mode introduces a whole new way to observe and interact with the planet Maia. There's also the option to view Maia through colonist suits and turrets.

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
50 of 70 people (71%) found this review helpful
4 people found this review funny
27.9 hrs on record
Posted: December 14, 2015
Early Access Review
Instead of fixing bugs and major playability issues (which are boring to do), the developer has focused on adding features (which are fun to do, but pointless if the game core is broken). The only thing this "game" will provide you with is frustration. It isn't even a beta quality project yet/

Watch your colonits wander around inside your base and suffocate because they never bothered to take their space suits off. Have your colonists starve to death because they're too busy walking in circiles or standing still to eat. Watch your base equipment catch fire and burn because colonits are too busy fixing a door they just fixed a minute ago than to maintain equipment--and watch equpment filair up far more often than is fun. And come on? A work lamp becoming atorch and burning an entire room of hydroponics? That's just stupid-- no light would explode and start a fire because nobody had touched it for hours.

The UI also leaves much to be desired. The UI is both keyboard and mouse based, and the keyboard element isn't well explained,. There also is no scrolling through messages, so if the text doesn't fit all on the screen (such the case with stored research), then you won't be able to read it at all.
Was this review helpful? Yes No Funny
41 of 61 people (67%) found this review helpful
2 people found this review funny
4.8 hrs on record
Posted: October 22, 2015
Early Access Review
As of version 0.51 this "game" isn't fun.

Base building controls really suck.
When you rotate stuff, it can spin in a different direction.
There is no snap to grid option or rotate in 45 degree increments.
No stats for your base.
Notification system sucks as there is no triage in messages. You have to open up each "email" individually to see if someone is telling you are out of food.... or if it is just a random hiku.
No way to see who is doing what job.
No way to specify jobs for colonists.
No clue on how hungry a colonist is.
No clue as to why a colonist stood in a room and didn't go get food until he starved (when there was a clear path and plenty of food to eat)
No clue on how many resources your base has.
No clue on how many resources it takes to build an object.
Crashes when you build a chair.

Looks nice.

Bottom Line.
Don't get it, it isn't fun and full of bugs.

I will ocassionally try out future updates and will update my review as needed.
Was this review helpful? Yes No Funny
19 of 23 people (83%) found this review helpful
10.8 hrs on record
Posted: September 24, 2015
Early Access Review
I'm pretty happy to be an early adopter of this, but I get the sense that I'm working with the first solidly playable version at 0.50. I'm looking for the following things as it develops:
- Quantitization of minerals/building materials... this needs to be made clearer
- Improvements to AI
- More visual and UX polish, more cohesive interface with keybindings
- More content
- Snapping rotation and wall-mounted furniture (a maybe nice to have idea)

Current snags for me:
- Things not getting built, and not really being sure what the hold up is
- Robot AI not finding paths as I expect
- Room building / removing unclear - sometimes needs to be built and sometimes just builds instantly; finer control
- Not to be a bummer, but not a whole lot really happens yet, but maybe the tension is better than the action

I kind of thought I wanted more insight into the human's moods, but I like the minimalistic UI and I like not knowing. I think one of the worst things that could be done to this game is clutter it up with a lot of UI. Visually, it's working hard to create atmosphere. I think as little as possible should get in the way of that. The nonverbal cues to their happiness, like crying, or curling up on the floor, or hugging, are actually really well-executed and useful.

The big hand as the mouse cursor is dorky, but I'm not decided if it's dungeon keeper dorky or doesn't make the cut dorky.
Was this review helpful? Yes No Funny
16 of 18 people (89%) found this review helpful
2 people found this review funny
7.4 hrs on record
Posted: October 25, 2015
Early Access Review
Maia - Early Access
A Dungeon Keeper-esque space-colony builder with minimalist UI

tldr - I like it. Maia shows great promise, and has a very low chance of succumbing to Early Access Syndrome.


Your base is built into a mountain (the atmosphere of the titular Maia is toxic). If your colonists need to go outside (to build solar stills for water, wind turbines/solar arrays for power, collecting researchable things like non-sentient alien creatures and plants, or meteorites, etc) they will use the airlock. The suits they use outside are cumbersome and slow.

Inside the mountain-base you designate (much like Dungeon Keeper) areas to be mined out. Once empty areas can have rooms (such as a workshop, a research room, a living area, a hydroponics room, etc) built into them. You must then place a door, and other context specific items (for example workbenches and 3D-printers in the workshop, or beds/couches and toilets in the living area).

Once a game starts you must quickly build a workshop, and add a workbench. Once that is done you must build a power system (wind turbine/solar array, or a geo-thermal power plant as well as a "fly-wheel" energy storage (battery). Once a power system has been built you must place atmosphere generators. That all takes care of your urgent needs. You must however secure a food source (hydroponics, or animal farms) and continually satisfy the needs of your colonists.

You do not directly control your colonists.

A note on the minimal UI
The devs of this game have stated from the outset that they don't want to 'spoon-feed' players to much information, and have designed the game in such a way that players must work for information. There is no "emotion bubble" that floats above your colonists, only biometric data like respiration rate, perspiration rate, heart-beats per minute, etc. This is just one example of a system that promotes player interaction and investigation as opposed to unrewarding spoon-feeding. All the information you'll need is there, you just have to find it.

  • A cool, and compelling theme.
  • Easy to understand game mechanics.
  • A tutorial (I'm serious, how many games have a proper tutorial while in Early Access!).

  • No traditional savegames, instead you play one game at a time that can be continued if you exit the game and come back.
  • No bordered window mode.
  • Lacks detailed options (but there are resolution, anti-aliasing and quality options).
  • No goals/missions other than survival (Although the latest update has added three scripted missions).
  • Still in Early Access.
  • The normal price of $24.99 is arguably too high for the current build (but will be a good price once Maia is feature complete).

The Early Access Problem
Maia is still in Early Access (As I write this, Alpha version 0.51) which poses several problems with a recommendation. When it comes to Early Access many promising games are either; abandoned by their developers halfway through development, developed in such a way that early-adopters are angered, or have their developers react angrily from criticism. I believe that Maia, although not immune from such problems, is certainly free of them for the foreseeable future.

Dev Abandonment
Maia has received regular updates, both small 'hotfixes' and major updates. The two latest major updates, Alpha 0.50 and Alpha 0.51 were deployed on the 3rd September 2015, and 22 October 2015 respectively. Each update adds a lot of new content, and fixes bugs.
The developer, Simon Roth, is also very active on Twitter and happily answers questions.
Bad Development
Some Early Access games have started out promising but developed along different lines than what was promised. I don't think Maia is at risk of that as it's clear from development and the content of updates that Simon and his team have a clear plan and is sticking to it. Hopefully this will protect against feature-creep, and I have seen no evidence that it isn't.
Naughty Developers
Some strong games have been let down by their developers being taking criticism very badly and being rude - which does sometimes make people shy away from their games and makes adapters regret supporting such devs and their games. Simon and his team do not appear to be the type to do any of this though, as Simon is quite open on Twitter and I have never seen or heard any complaints regarding his behaviour.

I wrote this review after playing 6.2 hours of Maia.
Was this review helpful? Yes No Funny
51 of 81 people (63%) found this review helpful
4 people found this review funny
5.2 hrs on record
Posted: September 8, 2015
Early Access Review
I work on Maia - So you should treat anything I say as biased, untrustworthy, probably composed of festering garbage.

Short summary: Maia is a unique, captivating game. It explores the possibility of a human colony on an alien world. Even in its present unfinished state, Maia is worthy of purchase and full of potential for enjoyment and delight.


I first encountered Maia at a game show in 2014. Being fascinated by space exploration, I was immediately sucked in. Maia 'gets' space exploration in the same way DayZ 'gets' zombies: The story is not the zombies, it is the people.

In Maia, people are at the heart of the experience. They do what the want. They interact with each other. They may follow your orders, or they may laze about and die of starvation. They might threaten each other, become sad, grow happy, or develop relationships. They are truly a group of colonists, going about life on an alien world.


Interaction with Maia is indirect. The player never builds structures, or conducts research. Instead, requests are placed in the world and colonists then react to those requests. I use the word 'request' rather than order, because colonists will not always carry out instructions.

At first, their ambivalence to a placed Atmosphere Generator may be interpreted as a bug in the game. With more play time it becomes apparent that the colonists have a sense of what is important, and what is required. Already have too many Solar Arrays? Colonists might simply choose not to build them.

There are no centralised mechanisms for managing colony power, food, and water requirements. Instead, individual stores must be inspected, and observations taken around the world. This quirk can sometimes be frustrating, but that frustration can give way to fulfillment - Balancing a power grid is very hard, and more rewarding for being so.

Often I see Maia referred to as a 'God Game.' Having never played 'God Games,' and not being familiar with the genre, I can't speak to the accuracy of that description. I would not, however, describe Maia as a god game in the first instance: The player is not god, they are a companion. Not omniscient, omnipresent, or all-powerful at all. Instead, the player is limited, flawed, and often ineffectual - A reflection, perhaps, of the colonists pottering about on the planet surface, and all the more enjoyable for it.


Generally, I am about as artistic as a pencil sharpener, so I'm not the one to judge Maia's aesthetics. But I think it looks fantastic.

The use of a custom renderer means the game does not express the intangible 'feel' of a commercial solution such as Unity or Unreal. Instead, it gives of a vibe of bespoke craftsmanship. Models are of a consistently high quality. Animations are well weighted and engaging - Though they are often blatantly disconnected from the gameplay their are supposed to be related to.


Early Access games come in various flavours of 'bugginess,' and Maia has tended to hover towards the 'very buggy' end of the spectrum through much of its development. Because Maia does not offer many explicit clues to the player about what is happening in the world, bugs can be insidious. A colonist sitting on the floor of a room may be bored and recalcitrant: Or their AI might simply be stuck in a buggy loop of doom.

Recently, the Stardystopia Update has brought fresh stability and consistency to the experience. If Stardystopia is a foundation upon which Maia grows in future updates, then it has the potential to leave its challenged technical past behind.


Judging the character of Maia's development is perhaps the act in which my conflict of interest is most likely to manifest itself. It is also the area of which I am most critical.

An Early Access game must be open. To be on Steam Early Access to not just invite, it is to require the interaction of customers with the development team. It has been difficult for Maia's customers to find information about development. In the last few months, the team has made strides towards pulling down the fourth wall and letting information flow out to customers. This process must accelerate.

The pacing and content of development updates are strong. Most especially since around March this year Maia has received consistent, high quality updates that have steadily improved the game.

Most importantly, Maia's development team has authentic soul and character. Simon, Caroline, Leanne, Ruairi, Hannah and others are committed, tireless, optimistic, and hard working. They want Maia to be a better product, and are constantly putting in the effort to make it so.


Maia is a unique, captivating game. It explores the possibility of a human colony on an alien world. Even in its present unfinished state, Maia is worthy of purchase and full of potential for enjoyment and delight.
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