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:
Recent:
Mixed (11 reviews) - 54% of the 11 user reviews in the last 30 days are positive.
Overall:
Mixed (547 reviews) - 47% of the 547 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 (0.55) 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 forums.maiagame.com. 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 (18)

June 9

Update 0.56: The Fixer

This updates focuses on deepening the gameplay experience with improvements to many core mechanics and user interface. We've worked using your feedback to fix all the small issues and to make the game much more accessible, engaging and fun!

https://www.youtube.com/watch?v=fiNDgdrLfn4

Smart Stockpiling

Colonists can now stockpile building materials on the shelves in the storage room. Allowing you to manually build up reserves for future expansion and also keep your base neat and tidy.

Food Preparation Station

No longer will colonists have to crouch on the storage room floor to consume their necessary nutrients. The preparation station allows hungry colonists to get their meals ready in a better, more sanitary environment. It also allows for fast automated processing and stockpiling of crops and meat, allowing for larger more efficient bases.

UI Changes

A new object cycler has been added to improve the object placement interface. Allowing you to quickly select the items you want to build. Interaction points on nearby items will also fade in and out to better illustrate the most efficient ways to place items in crowded rooms.

Email and notification information has been added as well as several new notification and GUI sounds.
Text will appear at the top of the screen to let you know what type of message is being received.Many new mouse over infotips have been added and several older ones improved for clarity and humour.



Change list:
  • Greater email complexity and feedback from colonists regarding rooms and base equipment.
  • Colonists can no longer gorge themselves repeatedly at the ration packs.
  • Object destruction needs balanced to take into account more than building materials.
  • Fossils are now taken to storage and are now destroyable by colonists.
  • The Spathiphyllum plant can now be found in the game. They have also been balanced for atmosphere generation and aesthetic properties.
  • Landers and Microwave towers can now be removed as intended.
  • Objects have improved visuals when being placed and cycled through.
  • Pausing the game now stops the countdown timer.
  • Megacephalalgia now stay dead.
  • Several IMP pathfinding issues fixed.
  • Interaction points interference detection improved.
  • Many game and UI sounds tweaked and improved.
  • Broccoli deletion crash fix.
  • Several instability issues have been solved.
  • Starting materials fix.
  • Black Screen crash fixed for a few cases.
  • Entity name changes.
  • Spalling and, grammar chunges.
  • Fix for several mouse over issues.
  • Object destruction issues fixed. If an object is destroyed it’s parent object is too.
  • Parent objects now get marked for destruction by their children.
  • Fix for multipart objects not having shadows.
  • Fix for offset in pathfinding room physics mesh intersections, this should fix many bugs including walking through door frames.
  • Fix for "base" being said instead of the correct room in announcements.
  • Fix for inaccuracy in wall readouts in small rooms.
  • Wall heater tweaks, build priority now better linked to the temperature at the position of the heater.
  • Gameworld cleanup improved on loading.
  • Removed redundant shaders and optimised loading
  • Several Memory issues fixed.
  • Memory buffer fixes.
  • Support for variable refresh rates for Gsync and Freesync monitors.
  • Code base modernisation to C++11 and C++14 standards.
We're looking forward to update 0.57 which we're already working on.The update will focus on sicknesses, diagnosis, treatment and first aid. To see live development head over to dev.maiagame.com.

We hope you enjoy this update, please let us know what you think over on the Maia forums or on Twitter @Maia.

6 comments Read more

April 20

Update 0.55: Pressure Drop

This latest update introduces changes to saving, the settings menu, new items, new research perks, vast improvements to the object and room placement system as well as complex creature and ecosystem simulation changes.

Here's Simon's video of the latest build:
https://youtu.be/MF4tRY-Av88

New Objects and Equipment
Portable Solar Panels


Quick to build, these additional new solar panels will provide less energy but are more convenient for a starting base. The existing solar arrays now require a full workshop to build and provide a higher output.

Flares


Flares will appear in the area a capsule will land. This helps the new colonists navigate their way to Maia and lets the player know that something will happen in that spot soon. Colonists will also be able to place them to distract animals.

New Decorative Items


New aesthetic items have been added. Cypress and Dracaena plants can be placed to make the base feel a lot more like home.

Multiple Save Files and Options



Players can now save their game to several slots along with the existing f5 quicksave. Allowing for you to have multiple bases on the go with zero hassle.

Save and load buttons have also been placed on the pause menu and an option has been added for those wanting to quickly abort their missions and return to the main menu.



By going into the settings, players can create different key bindings which allow players to customise the controls to their liking and also enables people using alternate keyboard layouts, such as AZERTY, to play. The bindings are saved in human readable xml so can be modified by third party programs and shared between machines.

Improvements to Object Placement


When placing a blueprint of an object it may turn amber, to indicate a sub-optimal placement. This might make it more difficult to build or might indicate that the objects function will be impaired.

Colonists are now better at considering whether a complex chain of actions can be fully completed, leading to less time wasted by the colonists on jobs they give up on half way through.

Players are now also able to place priority orders for their colonists. Do this by double clicking a blueprint you have placed. These orders with be prioritised over most tasks, but will upset colonists by going against their own judgement and freewill.



Players may also notice that when placing a room the blueprint appears as a grid, this visual improvement makes it easier to understand how objects are placed.

Creature Updates
There has been various updates to the creatures on Maia including improvements to animation and AI. Also, some creatures are now able to breed.

Voxnocturnus

The Voxnocturnus that travels Maia’s plains at night will now find and create burrows to sleep in during the day.

Proto Birds


The unknown proto birds food sources have changed. This will encourage when to invade bases more and to eat other dead creatures.

Megacephalalgia


Megacephalalgia will now have migration patterns which means new packs will appear on the map. They also have new reactions to each other and idle actions.

Emails and Announcements!

The emails have been updated to relate to colonist skills. Your inhabitants will complain for even more reasons such as lack of robots, need for equipment and give unsolicited feedback on the base you have created.
The emails will have a lot more personality so you can get to know your doomed colonists. In addition to this, the announcer will now alert you on even more issues and events.

Research Changes

Overall the researching in Maia is more balanced, new perks will be unlocked at different times dependent on what kind of research is being collected. Several interesting new research perks have been added to the game that provide the player with more options and choices on how to run their base. Colonists will discover new ways to create stable energy, how to capture animals and treat infections faster. Research advancements in computer technology and social compliance are also possible. The full list of research perks can be found at http://maiawiki.com/Research

Also, probes can be found outside on the planet's surface. These can be selected and used to gain research.
The research perks are also now tiered so players will not be able to unlock certain research perks until they have done the related one before.
Other Changes
  • When walking or running or waiting with no idle animation, colonists turn their heads to look at what is interesting them.
  • Outdoor wind directions on smoke and other effects balanced and corrected.
  • Drift added to many effects such as snow, dust, ash and embers to cause the particles to float about naturally.
  • Bum scooting animations for megacephalalgias are now more satisfying.
  • Better hypothermia emails.
  • Repair bot works faster, smarter.
  • Trees grow in group to create forests.
  • Plants grow more naturally, maxing out at over fifty thousand individual entities.
  • IMP can now destroy plants in first person mode.
  • Less poetry emails.
  • UI sounds added for several interactions.
  • Sound balancing on many items.
  • Necropsy table visibility fixed.
  • Meteorites are now easier to select.
  • Build priorities and needs tweaked.
  • Fix for ambient occlusion pass not being used.
  • Colour bleeding added to the SSAO effect and increased.
  • The Bloom system reduced in scale to save memory.
  • Lights are now individually scaled for different rooms.
  • Internal reflection threshold increased. To give more interesting lens flares.
  • Graphics update and optimisations.
  • SSAO is now working with AA and without it
  • Spinning turret bug fixed
  • Fix for corrupted files.
  • Typos fixed in several descriptions. New descriptions added.
  • Colonist's now think about base design
  • Colonists now think about alarms
  • Keybinding saved to XML
  • More consistent code for warnings and problem status on all sub objects.
  • Tree sample priority has been raised.
  • Workshop table no longer missing on Linux builds.
  • Save file changes
  • Room updating optimised
  • Several loading issues fixed
  • Various code cleanups
  • Particle FX now on less threads, and updated more optimally.
  • Linux graphics fixes for Intel and ATI machines. Game now build against up to date libraries and tested on Ubuntu 16.04
  • Cave-ins will now spawn at the centre of the screen when using debug cavein command.

https://www.youtube.com/watch?v=xJW56H1SxqE

We're looking forward to update 0.56 which we're already hard at work on. To see live development head over to https://dev.maiagame.com/

Simon has been live streaming development nearly every Friday over on Twitch.

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

4 comments Read more
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About This Game

About This Game


Maia is a strange and hostile alien world, toxic to humans, yet lush with new life. Your mission is to colonise this poison eden, survive it's dangers and establish humanity's first foothold in the stars. Created by independent developer Simon Roth, Maia is a space colony simulation game about surviving and thriving on another world.

Build your Base


Burrow into Maia's mineral rich crust to build and manage a complex base that fulfills your colonist's needs. They'll need somewhere to sleep, somewhere to build and a steady supply of food, water and energy.

An Enormous Procedurally-Generated World


Twelve light years from earth, the planet 3452C[Maia] circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares and meteor blasts and its unstable crust is constantly shifted by earthquakes. Nevertheless, it is theoretically habitable. Explore Maia through a series of vast procedurally generated mission areas, each one up to 2km by 2km in size.

Challenge Yourself


In addition to the sandbox mode players can take on four specific missions, with more to come in updates. Deal with an influx of refugees from a stricken space station in Cassiopeia, survive the perpetual night of arctic winter in The Twilight Zone, study Maia's local ecosystem in SN1572 and begin to terraform the planet in the shadow of an active volcano in Stratospheric Sulphates.

Research and Learn from the Planet to Survive


Maia is a hard science fiction game based on real or extrapolated technology. Some of the colonist's tools have been brought with them, but others must be fabricated from what they can find. Once your base is up and running colonists can begin to study the native environment researching new ways to use the flora and fauna of Maia to their advantage.

Dangerous Atmosphere


Maia's atmosphere is toxic to humans, so to keep safe you'll need carefully manage the atmosphere around your base with well placed airlocks, atmosphere generators, heaters and air vents. Air flow and heat circulation are realistically simulated, emulating the deadly challenge of surviving on an alien world.

Advanced Colonists AI


In Maia you don't have direct control of your colonists, they operate on their own initiative, fulfilling their wants and needs. You'll need to take care of both their bodies and minds if you want any of them to survive.

An Army of Robots


Colonising an alien world isn't something humanity can do alone, instead they've created robotic helpers to do the jobs they don't want to. The I.M.P. robot digs through Maia's crust and collects useful minerals, while the Utility Repair Robot takes care of all that routine maintenance humans can't be bothered with.

First Person Mode


Experience Maia through the eyes of your pet robots. Assume direct control and explore your base in first person, directly interacting with it by performing your robotic tasks. Become part of the world you've built.

Genetically Engineered Super Chickens


To survive, your colonists will need to create and manage new sources of food, thus the people of Earth designed the genetically engineered super chicken, the Uberhuhn. With enough time and diligent research you can even begin to collect and herd the native wildlife of Maia. Unfortunately most of it tastes terrible.

Custom Engine


Maia runs on a custom game engine made by independant developer Simon Roth. It is used exclusively in Maia and is purpose built specifically to support this game.

Immersive Soundtrack

Maia's immersive sci-fi soundtrack adapts and responds to in game events, ensuring it always reflects the mood of the game.

The Inspiration

Maia was inspired by games such as Dungeon Keeper, Theme Hospital and The Sims. It mixes strategy, management and construction with dark gallows humour about the many dangers of an alien world. Maia also draws from the retro future style of 1970s sci-fi.

To Come

  • A full story driven campaign, several hours long.
  • More rooms, and new base management systems.
  • Multiple bases.
  • More indigenous life forms and a functioning food chain.
  • Somewhat sassy computers.
  • Realistic water and lava simulation.
  • Cats with bee suits.

Get Involved


One of the great things about early access is being able to have players follow along with the game’s creation. This immediate feedback is extremely valuable to the games development. You can see our updates and give us feedback on the game via Twitter or our Development Blog. If you need some help with getting started in the game, you can check out our guides, head over to the official wiki or sign up to the forum.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Intel Core i3-3250 or AMD 6350
    • Memory: 2 GB RAM
    • Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel i5-3570K or AMD FX 8350
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Storage: 2 GB available space
    Minimum:
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 2 GB RAM
    • Graphics: Radeon HD 6750M
    • Storage: 4 GB available space
    Recommended:
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: NVidia 650M
    • Storage: 4 GB available space
    Minimum:
    • OS: 64 bit
    • Processor: Intel Core i3-3250 or AMD 6350
    • Memory: 2 GB RAM
    • Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Storage: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
    Recommended:
    • OS: 64 bit
    • Processor: Intel i5-3570K or AMD FX 8350
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Storage: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (11 reviews)
Overall:
Mixed (547 reviews)
Recently Posted
suppa
( 3.7 hrs on record )
Early Access Review
Posted: June 28
The sheer amount of bugs keep this game from being playable. Will revisit in the future but for now I have to shelf it.
Helpful? Yes No Funny
pope iq
( 3.8 hrs on record )
Early Access Review
Posted: June 24
This game gets better with every patch. It started with a damn good premise, and keeps capitalising on it with every iteration.

If the idea of building a spraling space colony with a team of self-obsessed ♥♥♥♥♥♥♥s doesn't appeal to you, then we can't be friends.
Helpful? Yes No Funny
[SeL] Fly
( 51.0 hrs on record )
Early Access Review
Posted: June 20
It's not done. It's a half baked game that had a long road behind it and still has a long one ahead of it. The AI needs work, the balance needs work, the "endgame" doesn't really exist yet and in general you have a very obviously unfinished game in front of you.

And still it's something I would recommend.

The first question with every Early Access game is of course "Will it ever be finished?" And in this case I have a pretty good feeling, the patches come fairly frequently and they do improve the game. It's a slow progress (afaik it's a one-man show), but there is steady progress, with updates happening roughly monthly. New things get added and bugs get patched.

The game itself is in a good enough state to be playable, provided you're willing to go through a try and error phase. There are some quirks that you'll have to find out so you can avoid them next time. Like how to arrange beds so colonists don't get up from one and lie down in the next one constantly 'til they starve to death. Or where to build (and where not to build) various pieces of furniture.

You will restart the game often. Then again, there isn't much of an endgame in it yet anyway. If this is something you like, you're in for a great game. If you're more the kind of person who doesn't like starting over and wants to "progress" into something, you might want to wait until there's something you can progress to. Right now there isn't really much linear gameplay available, once survival is established, there's little left to be done but to start over and try again with a new team and maybe a new map.
Helpful? Yes No Funny
HuskeyG
( 0.3 hrs on record )
Early Access Review
Posted: June 15
Progress is being made on this game and the developer is putting a lot of care into this project. I wouldn't recommend buying it at this moment, but it does have a ton of potential. Add it to your wishlist and check back later.
Helpful? Yes No Funny
Tommy-Trinder
( 4.6 hrs on record )
Early Access Review
Posted: June 15
I've been following this game for some time and when is came onto Early Access I was very excited by the concept. However since then I have become a bit disillusioned with it. But I will provide a fair judgement of it in its current state and the developers.

The game does have amazing charm, almost all the tech in the game is not far from what we have now and this gives the game a fantastic sense of realism. Even the charecters are dressed to match what you would expect and the game has a fantastic sense of humour in the little info pop ups. Base construction is intresting placing rooms and then decorating them freeform does give a great sense of personalisation (beware OCD people out there, trying to place things dead on is a nightmare, I suffered!). The world outside your underground home feels alive in the style it has been done in with various creatures who may pose a challenge to you. And they accompany the various events such as earthquakes that keep the game fresh and intresting. Managing the various resources is also given a sense of realism such as managing air production and flow, heat, food and such and the devices used are, as I've said, realistic in design the type of thing you would see in a building today. Futhermore the game's developers are fairly active and updates are common but nothing really seems to make serious progress forward.

However this sense of realism is compounded by the fact the game is buggy as hell. I cannot reason the A.I of your people who seeminly act at random if at all. They will often die standing in a room that has no heaters set up yet while the room next door is fully heated. Getting them do to anything is a chore and I have often had people die early on because they take so long constructing the basics. The tutorial is terrible, I thought that all you needed as the atmos gens to sort our heating and the like, but while the tutorial gets you to build one it does not get you build the heaters meaning by the time you realise you really really need to, coupled with the time it takes the A.I to do anything, it might be too late.
The U.I is not very helpful with nothing immediatly displayed on the screen meaning on your first go you wont even know how much elect, water and such you have until it runs out. I like where the developer is trying to take it however, being able to read your peoples E-mails is a great idea and again adds to the personalisation. But at the moment is fails to give the player what they need.
The colonists work independent of the player, but sometimes it is needed to force construction of an item or activity and if there is a way to do this I havn't found it. If you need to build a turbine for an emergency power drop, but have other actions already in place your a little screwed.

All in all the game has a great feel to it and that is why I am reccomending it, to keep and eye on it but not to buy. Previous versions of this game were more enjoyable and to me more stable and that is a shame but hopefully this is due to them implimenting the game proper and this is just a rough patch. As I said a game to follow not to wishlist.
Helpful? Yes No Funny
mesheagle
( 7.9 hrs on record )
Early Access Review
Posted: June 12
This would be a great game to play except for the slow responce of the AI's and some of the game settings such as Easy (Die every mission) half the items youneed to build to survie Like Oxygen Generators, Wall Heaters, even Power systems take solong to build that all the members of the team are dead before you can build one item. There maybe a nack to how you play this game and survie, but it would be hard to find it unless you made the game. I have played this game too long to get a refund now, if I had known what Iknow now about this game I would have just passed it by. One other thing this game is still in Alfra mode and it's been lie that for 2 yrs, the updates are so far apart and don't seem tochange much in the game at all, if the maker of this game was working on it alone then I guess that would be understandible, as i woud get bored with it as well if it took this long to make, but if theres a team working on it ....Sack Them... and get a team who know how to make a game.
Helpful? Yes No Funny
rustysmith63
( 73.1 hrs on record )
Early Access Review
Posted: June 11
So far this game is fubar
Helpful? Yes No Funny
Ansatse
( 5.6 hrs on record )
Early Access Review
Posted: June 11
I am really sorry to write this review, this game had much charme and potential when ive first found it, but now it is nearing years ago and it still hasnt come ANYWHERE near completion or progress.... ive come back to this several times after i got it, anytime i get the same experience... slow performance and the worst AI ive seen so far. If you following your people which you cant control - they seem to be wasting time, starving with food available or doing nothing at all, instead of the most important and only tasked jobs. Status reports complain about energy, food or needing worktables while all are either build or queued already. That does not seem to concern the people, they rather die or walk somewhere (with or without doors, who needs em appearently when they are queued for building)

I'd love to revisit this once again, but it will probably be many months from now and it will take more than charme to change my mind. This game made me really sad and seeing a 20€ price tag on this early access title is not making it better.

Helpful? Yes No Funny
Sir Netflix: The Chilled
( 12.4 hrs on record )
Early Access Review
Posted: June 10
I haven't played this game too much but what I have played has been fairly enjoyable. It's early access so it's still a work in progress. It's a great concept and hopefully some day we'll see it completed, The developer is still working on this which is one of the reasons I bought it and I have to say that I haven't been dissapointed yet
Helpful? Yes No Funny
xeroxask
( 7.4 hrs on record )
Early Access Review
Posted: June 7
I thought it has a great potential but it worse than i think. There are so many bugs in the game and it is still early access after 3 years. ♥♥♥♥♥♥ game. I suggest planetbase to you if you want to play game like this one.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
14 of 15 people (93%) found this review helpful
Recommended
51.0 hrs on record
Early Access Review
Posted: June 20
It's not done. It's a half baked game that had a long road behind it and still has a long one ahead of it. The AI needs work, the balance needs work, the "endgame" doesn't really exist yet and in general you have a very obviously unfinished game in front of you.

And still it's something I would recommend.

The first question with every Early Access game is of course "Will it ever be finished?" And in this case I have a pretty good feeling, the patches come fairly frequently and they do improve the game. It's a slow progress (afaik it's a one-man show), but there is steady progress, with updates happening roughly monthly. New things get added and bugs get patched.

The game itself is in a good enough state to be playable, provided you're willing to go through a try and error phase. There are some quirks that you'll have to find out so you can avoid them next time. Like how to arrange beds so colonists don't get up from one and lie down in the next one constantly 'til they starve to death. Or where to build (and where not to build) various pieces of furniture.

You will restart the game often. Then again, there isn't much of an endgame in it yet anyway. If this is something you like, you're in for a great game. If you're more the kind of person who doesn't like starting over and wants to "progress" into something, you might want to wait until there's something you can progress to. Right now there isn't really much linear gameplay available, once survival is established, there's little left to be done but to start over and try again with a new team and maybe a new map.
Was this review helpful? Yes No Funny
8 of 8 people (100%) found this review helpful
2 people found this review funny
Recommended
3.8 hrs on record
Early Access Review
Posted: June 24
This game gets better with every patch. It started with a damn good premise, and keeps capitalising on it with every iteration.

If the idea of building a spraling space colony with a team of self-obsessed ♥♥♥♥♥♥♥s doesn't appeal to you, then we can't be friends.
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
Not Recommended
5.6 hrs on record
Early Access Review
Posted: June 11
I am really sorry to write this review, this game had much charme and potential when ive first found it, but now it is nearing years ago and it still hasnt come ANYWHERE near completion or progress.... ive come back to this several times after i got it, anytime i get the same experience... slow performance and the worst AI ive seen so far. If you following your people which you cant control - they seem to be wasting time, starving with food available or doing nothing at all, instead of the most important and only tasked jobs. Status reports complain about energy, food or needing worktables while all are either build or queued already. That does not seem to concern the people, they rather die or walk somewhere (with or without doors, who needs em appearently when they are queued for building)

I'd love to revisit this once again, but it will probably be many months from now and it will take more than charme to change my mind. This game made me really sad and seeing a 20€ price tag on this early access title is not making it better.

Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
1 person found this review funny
Not Recommended
7.9 hrs on record
Early Access Review
Posted: June 12
This would be a great game to play except for the slow responce of the AI's and some of the game settings such as Easy (Die every mission) half the items youneed to build to survie Like Oxygen Generators, Wall Heaters, even Power systems take solong to build that all the members of the team are dead before you can build one item. There maybe a nack to how you play this game and survie, but it would be hard to find it unless you made the game. I have played this game too long to get a refund now, if I had known what Iknow now about this game I would have just passed it by. One other thing this game is still in Alfra mode and it's been lie that for 2 yrs, the updates are so far apart and don't seem tochange much in the game at all, if the maker of this game was working on it alone then I guess that would be understandible, as i woud get bored with it as well if it took this long to make, but if theres a team working on it ....Sack Them... and get a team who know how to make a game.
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Most Helpful Reviews  Overall
143 of 178 people (80%) found this review helpful
1 person found this review funny
Not Recommended
0.2 hrs on record
Early Access Review
Posted: April 5, 2015
Early access review of build 0.47. Ignore the steam playtime; I bought this outside of steam at 0.3x.

It's not often I write a negative review, especially of early access games - either it's too soon to tell, or the game is so bad that Jim Sterling will deal with it. Maia, though, I want to warn people off, for now.

Maia should not be in early access at this time, and it certainly should not have a ticket price of $25. This is an alpha stage game, with serious, fundamental flaws that need to be worked on before this can be an enjoyable beta experience.

Maia is a colony builder, like Spacebase DF9 or Rimworld. It takes the Towns approach of letting you set tasks and build spaces but not directly control the colonists. With good AI and balanced priorities this works well; without it, you get issues as with Towns. Maia is somewhere in between: the AI isn't very good, but there is so little going on in the gameworld that it's just about good enough, unless you do something weird.

Graphically I like Maia. It's got a 1980s styrofoam-and-foil aesthetic, with big-head robots and Space: 1999 jumpsuits. The graphics are very unpolished, but this game I think qualifies as alpha at this stage, so that will come.

The UI is just so bad. It is clunky, awkward to use, with unintuitive keybindings, an absence of necessary information in the overlay, no easy way to check what your colonists are doing, and an annoying over-sensitivity to screen scrolling when you're trying to get the obnoxious and imprecise mouse cursor over the icons. Drawing rooms is a chore, which is an issue when that is pretty much the only thing you can currently do in the game.

It's also very poorly optimised. Running on min settings, with a mid-range computer in excess of the recommended specs, I get memory crashes, terrible frame rate issues, and periodic freezing as the game tries to calculate something. I've spent a lot of time on forums trying to find ways to address these issues at my end, with no luck; I'm not the only person with this experience. A certain level of poor optimisation is to be expected with early access, but not to the degree where it derails your playing.

Development is okay. I feel like they should be further along than they are at this point. For over a half a million dollars in funding and a year and a half since the first playable build, it should be further along than this. I think Maia, Towns, DF9 et al illustrate one central truth about town-management games: they take time to develop. If you over-promise, you get DF9; if you rush and then run out of hype, you get Folk Tale; if you don't nail the AI, you get Towns. Dwarf Fortress didn't happen overnight; without having to worry about graphics or platform integration that game took years to get to anything like a quality gaming experience.

And that's principally why I am warning against Maia. For a well-funded game to be charging $25 for an early access build that isn't optimised, isn't visually polished, doesn't have basic features, lacks solid AI, and is without the diversity of content you need for a game in this genre, that's not a good investment. I accept that an early access game will be content-light, will have areas needing to be polished, but when a colony-manager after this much work still doesn't have basic UI, AI and optimisation sorted out, they are going to have no chance of adding more content without bringing the game crashing down.

I want this game to succeed, but they don't need more money, and you don't need the current experience of Maia. Give them until the end of the year, see where they're at then; they will either have fixed these issues by overhauling basically the core of the game, or it will have gone the way of Folk Tale. Either way you'll have your answer.
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179 of 236 people (76%) found this review helpful
Not Recommended
5.2 hrs on record
Early Access Review
Posted: December 6, 2013
Do not buy this. I regret Maia more than any other useless, unplayable purchase in the dark history of Early Access. Maia is absolutely beneath what's acceptable to release as an EA game. It does not even meet the minimum bar of quality for paid alphas.

As of this updated review, you're still paying for an extremely limited demo sandbox where you can place objects and watch animations happen. The setting can't decide whether it wants to be a realistic simulator (vital statistics on each colonist, food/water/atmosphere required for survival) or a complete joke (giant fuzzy extraterrestrial life).

User interface design is not good, and it's difficult to tell what each control does. The current main controls for Maia are a series of badly documented hotkeys. One of the only good new features: you can skip the tutorial now.

But if you take one thing away from this review: the bugs are show-stoppingly bad. I've experienced sudden framerate slowdowns on both Mac and PC, as well as crashes-to-desktop for no discernable reason. The colonist and robot AI will get stuck in walls or stand next to piles of rubble on no notice. There appears to be very little QA before each release, and minimal progress in fixing the crash bugs since I wrote my last review in 2013 December.

June 2015 Update: It still sucks. I'm not even going to sugar-coat this. It crashes and freezes even more than it did last year, and there's still no resource management or objectives to speak of. They literally just added more framerate-drop-inducing wildlife.

Maia isn't worth paying for and probably never will be. I used to think something good might come of it eventually, but after more than a year and a half I've lost all hope.
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165 of 219 people (75%) found this review helpful
Recommended
0.5 hrs on record
Early Access Review
Posted: December 4, 2013
Looks very promising early access game, plays very much like Prison Architect and Dungeon Keeper 2 combined. However, it is still very early early access. Even the most basic stuff worked only half the time, my colonists just disappeared for no reason, and after about 15 minutes, 3 of them got stuck in... well, nothing. If you are one of us suckers who can't resists another game that could be like Dwarf Fortress lite, go ahead and buy this game, but not yet. It's still in early alpha, and while it looks pretty, there's really no game yet.
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174 of 233 people (75%) found this review helpful
Not Recommended
1.4 hrs on record
Early Access Review
Posted: January 6, 2014
Don't get me wrong; this is a great game...

Or should I say, WILL be a great game.

As I've seen in many reviews, this game is full of potential, but it is really too early to do anything. There are nearly no features, and progress is slow although on its way.
The price is a well too steep considering how early it is in development.
There are plenty of great ideas, it is quite original, and I love sandbox games...
but so far I've faced no challenges/purpose to complete tasks (also there are no damned tasks).
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128 of 165 people (78%) found this review helpful
Not Recommended
8.8 hrs on record
Early Access Review
Posted: May 28, 2014
Maia shows promise, although in the way of being so little more than a bare-bones engine, that anything is possible in the end. It could be that (judging by the progress speed that makes continental drift seem fast) in half a decade it will evolve into the most amazing colony sim ever. Or not. Who knows?

But at the moment, it's NOT a good use of your money. As was said, it pushes the limit of what is acceptable to release as "early access". It's just a bare-bones graphics engine, with some minimal and BROKEN animations, a non-functional AI, and no save and reload either, so your progress WILL be lost each time you exit.

And by "non-functional AI" I don't mean "might not prioritize right", but as in "doesn't even work, or not for long." Colonist AI routinely craps itself and either stops building anything any more (lucky version) or you just get a colonist going catatonic in the airlock and never moving any more (more usual version.) And when you do get it to work for half an hour, it will prioritize the hilariously wrong thing, like everyone keeping repairing the doors instead of building the air purifier.

Now that might be palatable (not really) in a game where you can direct them around, like in The Sims, and the AI only keeps them alive in between. But here you can't direct them, and the WHOLE premise is that they do their own thing, a broken AI just means a broken game.

Etc.

Really, it has no excuse to be released at this early and dysfunctional stage. It may eventually be worth playing. Save your money for then.

Update for 0.44:

Upon starting the game, I proceeded to place the workshop and dig a small tunnel to one side, and a 4x4 tile hole there. Partially because you NEED minerals, and partially because I needed somewhere to place the hydroponics bay. I must stress that I wasn't digging some grand ballroom hall, and I was mindful that it has plenty of all rock walls on all sides, because I did read the update notes about earthquakes. When that was about half-way dug, the ceiling promptly collapsed, squashing the only digger robot and two of four colonists, who were there to take minerals.

So basically, instead of fixing the existing problems, it just added a random "*BANG* you're dead!" event, the hallmark of incompetent game design. Yippee.

Well, regardless of how you personally feel about that kind of events, to my mind it just further illustrated the point of why shouldn't you buy a game that's not even in alpha yet: you don't know what you're going to get for your money. The kind of gameplay elements that the final mix will have can just as well be what you like, or what you hate, and there's no way to know which it will be, as there doesn't even seem to be any plan.
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104 of 133 people (78%) found this review helpful
4 people found this review funny
Not Recommended
5.5 hrs on record
Early Access Review
Posted: August 2, 2015
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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