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 (25 reviews) - 44% of the 25 user reviews in the last 30 days are positive.
Mixed (570 reviews) - 46% of the 570 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:

5 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 (25 reviews)
Mixed (570 reviews)
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Most Helpful Reviews  In the past 30 days
7 of 7 people (100%) found this review helpful
2 people found this review funny
Not Recommended
5.1 hrs on record
Early Access Review
Posted: October 11
First, let me say, it does have great progress so far, and comming along. I think more people should support it, that said ...

So I went on a mission, where the mission items were timed (I really hate to be pushed on timers, not fun at all). But ok, not a huge deal. Built what I needed to, down to 5 mins, put some items down, including the main mission item – a communications antenna. Some people were doing nothing, and eventually started building. Seems they didn’t get the memo that communications was the next mission item, so they left it last. 1.5 minutes left, communications still pending, people are walking around, and hugging, etc., and the timer is ticking away. It eventually reaches 0, mission failed, and the colonists don’t give a damn, lol.

Ok, I think I put down too many items at once, so I did it a bit more controlled. There’s very little room for error, as you have to think minutes ahead (not seconds). Made it to the next mission item – also timed (argh). Ok, so started to clear an area. Colonists are now complaining about needing sleep, and food, but the medical center and beds is the top priority? I guess it is in case they die from hunger while working as slaves to build while starving to death because the timer doesn't have any wiggle room. I also needed more power, built another wind generator, then started the medical building, laid out the door, and 3 medical beds. After 1-2 minutes, a colonist finally shows up to build it, and the door, and leaves the beds and takes off. Ok, no problem, 1.5 minutes left, let’s see if anyone comes to finish the beds. Timer runs out, mission failed, colonists don’t give a damn (again – 3 beds was the mission item), lol.

Cool, you can control the robots in first person view. After clicking the mouse button, I thought the robot pooped/regurgitated something awful. Oh ok, just the rocks I guess it collected? Not a bad thing, just funny. ;)

You can right-click to de-select the active action under your cursor when building items. You can also right-click to destroy a building without warning (oops). Costs time and materials to rebuild what was destroyed in a fraction of a second. Had to reload the game (on timers after all, no room for error).

In the middle of all this, while building, the game takes control and throws the camera over to the incoming colonists. I DON’T CARE, I saw the message already, let me finish what I was doing. Now I don’t even know where I was, must scroll back – yet, on the way, the camera pulls me to something else. :/

Keep getting a warning the storage room is getting cold. You can now hover over rooms to see their temperatures. I built atmospheric generators to help (one per room), and it helps, but I found out from watching a video that you only need space heaters in other places. How much do they output though, or how much power is required? Doesn’t say. I can see the temperatures in rooms rising now. Stats are getting better, but still a bit poor list of stats, still difficult to see what’s really going on around the base.

It also crashed a few times in a way that made the cursor disappear. Make sure to save often.

Things it needs:
1. Much better AI (perhaps even mission focused). Enough hanky panky, get back to work!
2. A priority system, so you can better queue up what needs to get built first.
3. Much better stat reporting on the items (especially generator outputs for one). If there is a warning a room is cold, at least show room stats also.
4. Status icons you can click to quickly bring you to the events/issues. DONT FORCE MY CAMERA - I might be in the middle of something.
5. Automated smelter, or show an icon when it is waiting, or done. Don't turn this into a space focused Farmville game, lol.
6. Fix building bugs (see comments), random crashes (rare), and errors restarting missions (always have to restart the game).
7. Built hydroponics for food, but people are still dying from starvation? lol This needs to be fixed. If I'm missing something, then that should be in my notifications. ;)
8. No idea what anything does, or why I need it, nor how many I need to make. There are details when selecting items to build, but no text describing what it is for. Makes it a bit tedious to keep looking up what things are for, and why. For example, until I watched a video, I had no idea space heaters could be used instead of atmospheric generators. I thought I needed a generator in every room.

I'll keep an eye on these issues and update the review as the game progresses. I think it is a great game to support, but I had to give a thumbs down until a lot of issues are ironed out. I'm half afraid sometimes to play it in fear I forget to save and it crashes. ;) Perhaps Auto-save is needed at an internval I can specify.
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6 of 6 people (100%) found this review helpful
Not Recommended
1.0 hrs on record
Early Access Review
Posted: October 12
I was really looking forward to playing MAIA as I have been following it for a long time now. After reading some positive reviews I thought I would give it a shot. Unfortunately there are still many issues with the game and I cannot recommend it to anyone, even if its on sale. One major problem would be with the AI. The workers and robots are so slow to respond and complete tasks that I alsways died from freezing. All I needed to stop freezing is to build a workshop, wind generator (outside) and some wall heaters but this is almost impossible to complete because the workers refuse to complete the tasks or are too slow to complete anything. Another problem would be the UI, there is no icons or buttons to show you have much power/water/food you have. Instead you get emails after each day to update you with the amounts?? I understand this game is Early Access but it has been here about three years now, so I was expecting further progress.
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3 of 3 people (100%) found this review helpful
Not Recommended
41.1 hrs on record
Early Access Review
Posted: October 13
I want to like this game. I have been trying to like this game forever a year. But WTF? This is one of the most frustrating games I have ever played. It has so much potential but the AI is just absolutely terrible. Past terrible, it actually makes me angry just how dumb it is. The colonists just run around doing whatever, but almost never what they need to be doing. People starve, freeze, die of dehydration, but won't build what they need to live. Argh...
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4 of 5 people (80%) found this review helpful
52.9 hrs on record
Early Access Review
Posted: October 12
A rich and detailed interplanetary colonization game that is as difficult as it is enjoyable. Start a colony from scratch with just enough to survive. Manage expanding the base with the complex energy, water, and oxygen needs of both the colonists and base itself. Perform vasts amounts of research (that the colonists decide on, not the player, which actually makes the game more interesting and unpredictable) that improve every aspect of the base, colonists, and robotics that help around the colony. And that's barely scratching the surface!

Don't let the Early Access scare you, Simon Roth and Machine Studios are one of the few that actually get it right. They put out constant updates in content and are qutie open with the community across social media. It's not hard to find out what's new, what's coming next, and what they have planned for the future.

I would STRONGLY recommend this game and look forward to see everything that they add to it in the future.
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2 of 2 people (100%) found this review helpful
18.8 hrs on record
Early Access Review
Posted: October 8
Fantastic game despite not being playable for any prolonged period in its current state. The game is constantly improving with changes having positive impact and is responsive to player feedback. Can't really ask for more from a game in Alpha.

Maia is basically a base management game with survival elements and will be even better once more content is added and the bugs ironed out. At present there are actually a surprisingly low number of bugs but the main one that gets me everytime is the deaths from your colonists just deciding to stop moving and eventually dehydrate or starve (whichever comes first). This wouldn't be a problem if there wasn't a cap on the number of colonists meaning they don't get replaced. Eventually everyone will be dead and with nobody replaced the base can't get bigger as more people would be required.

For an early access game it's a good problem to have as it will be fixed eventually. General gameplay is still really fun and oddly stable. I would recommend this game to anybody that can overllok bugs at this stage and wants to try iterations of build orders etc to try to get a perfect base. Just be aware that you will fail regardless of how well you plan at this stage.
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1 of 1 people (100%) found this review helpful
0.1 hrs on record
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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1 of 1 people (100%) found this review helpful
0.6 hrs on record
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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1 of 1 people (100%) found this review helpful
3.6 hrs on record
Early Access Review
Posted: October 15
Buggy sometimes but hopefully will become a good colony game.
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1 of 1 people (100%) found this review helpful
13.3 hrs on record
Early Access Review
Posted: October 12
I like the slow pace and didn't expect the scientific approach at first.
Don't buy it yet if you're going to complain about not having "enough content"
it's still a nice sunday afternoon game right now but really getting there.
Developer is activally busy making this game go 1.0
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1 of 1 people (100%) found this review helpful
11.8 hrs on record
Early Access Review
Posted: October 14
Game has been in development for a long time, but the dev's commitment and determination is a beautiful thing to see.
Most other people would have given up and ran away crying by now.

Maia is an interesting colony building/management sim where everyone can die horribly and Fun happens in many ways.
It's definitely a game to watch for, but be aware of the Early Access state.
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Recently Posted
Black Friday 222
5.8 hrs
Early Access Review
Posted: October 21
The colonests dont react to your orders and simply die of after awhile
Helpful? Yes No Funny
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.
Helpful? Yes No Funny
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.
Helpful? Yes No Funny
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.
Helpful? Yes No Funny
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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0.5 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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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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