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 (529 reviews) - 47% of the 529 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 (17)

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:

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 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.


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 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

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.

We're looking forward to update 0.56 which we're already hard at work on. To see live development head over to

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

March 8

Update 0.54: Celsius

This new release introduces increased feedback for players including wall monitors, an improved room placement system, measured temperatures and colour pickers.

Maia will be 44% off on Steam from 6pm UTC tonight for 4 days!

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

Temperature Simulation
Thermal energy is now fully simulated in the game. Every element of gameplay is now affected by temperature and it’s a critical factor in keeping your colonists alive and well. Hypothermia and hyperthermia can affect your colonists with lethal consequences.

The caves of Maia are cold and dark, players can create heat by placing the new wall mounted space heaters as well as the existing atmosphere generators. Various other items create heat too, for example smelters, computers, human bodies, chickens and lights.

Be careful not to make the rooms too hot as colonists will burn up, quite literally.

Colonists will also show signs that they are cold, you’ll notice their breath starts to show in cold areas of the base and them shivering as hypothermia takes its grip.

Base Customisation
Several items can now be customised using the new colour picker. Choosing either warm or cool colours can affect the moods of your colonists.

Wall mounted screens have been added to give more feedback to the players. These monitors show atmosphere status, temperature status and aesthetic images to improve your colonists moods.

Another placeable wall item is the Circuit Breaker, you’ll be able to turn these off and on to control the power in rooms. This is useful if you need to conserve energy or to stop the colonists from using certain rooms.

Stratospheric Sulphates
Begin the geoengineering of Maia with the mining of sulphur in the shadow of an active volcano.

The latest standalone mission to be added Maia, Stratospheric Sulphates introduces several new challenges for experienced players. Rush to build a self sustaining base as hot volcanic ash and embers rain down on your demoralised colonists

User Interface Improvements.
We’ve worked to improve the overall feel of the game and provide the player with more feedback.

The room placement interface has been dramatically improved. It’s now easier to use and allows the player more creative control and feedback. You’re also able to flood fill areas by double clicking whilst in the room placement mode and delete whole rooms by double right clicking them.

Rotation for objects has also been added to make it easier to place objects.

Emails And Announcements
Several new warning emails have been added. These include meteorite warnings, earthquake warnings, Weather warnings and new death alerts.

New announcements have been added to alert the players many new events including base power state problems, temperature changes, research alerts and the state of rations.

You can now follow Simon’s code changes for upcoming updates in real time at

Change Log:
Colonist Changes
  • Automatic Smelting. When colonists need building materials they will turn the smelters on automatically, however this comes with a risk. Colonists that are unskilled in smelting may cause fires and could fatally hurt themselves.
  • Colonists medical need balanced.
  • Fix for colonists breathing through their suits.
  • Suit will no longer be stuck venting after the colonist has died.
  • Perspiration, skin temperature, ventilation and heart BPM are now saved.
  • Colonists no longer get stuck on external objects when repairing them.
  • The first task on load for colonists is no longer to be social.
  • The base roof no longer appears when trying to process colonists inside.

IMP Changes
  • IMP Digging AI changes including removing the digging marker when the rock wall has been removed.
  • IMP will place minerals further away from food or water barrels.
  • IMPs are more able to pick up body bags in weird places.
  • Game no longer crashes if the player is possessing an object and it gets crushed in a cave in.
  • IMP’s animation for pulling plants has been corrected.
Object Changes
  • Maximum fuel in many objects has been reduced to shorten burn time.
  • Toilet multiplication on load has been fixed.
  • Doors can not be placed on top of each other any more.
  • Issues when moving broccoli fixed.
  • Balanced the creation of atmosphere.
  • Use R and T to rotate objects
  • Fixes for non-buildable items. Desk and medical scanners.
  • Necropsy table keeps giblets after saving.
  • Fix for radiation containment research lock.
Creature Changes
  • Dead creatures have stopped walking around after they have died.
  • Chickens should no longer cause a memory leak.
  • Chickens should no longer walk off into the unknown.
  • Molerats will now only consider eating plants and equipment that are less than 100m away from it.

Room/World Changes
  • Missing Roof tiles have been fixed.
  • Living area and livestock room tones fixed.
  • Invalid L shaped rooms are now marked red.
  • Broken rock walls roof graphics have been corrected
  • Deleting rooms no longer deletes rock walls.
  • Reduced the “absurd” resolution of the rain textures.

Mission Changes
  • Several fixes and alterations to the tutorial.
  • Crew selection added to custom missions.
  • Initial trigger for missions not working has been fixed.
  • 3x3 room objective in tutorial now completes correctly.

Settings Changes
  • Text effect option issues have been fixed
  • Changing textures no longer breaks visuals.

  • Edge scrolling has been reduced. This means hovering over the save button doesn’t scroll the screen.
  • Capitalisation errors that were causing issues with Linux have been corrected.
  • Starting a new game after sandbox failure no longer causes black screen issues.
  • Research cheats have been moved to the console. Type “r” or “research” in the console to complete all research.
  • Refractor of the game.
  • Fix for black screen when calling down a lander.
  • Several memory leak issues fixed.

Simon has been live streaming development 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.

5 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
11 of 14 people (79%) found this review helpful
10.2 hrs on record
Posted: April 5
Early Access Review
Have been following this game through development for a while now, both by playing each new increment, and also watching the dev streams.
Firstly, lets reiterate that this is an Early Access Game. This means that it's in development, some features aren't 100% correct, bugs 'may' be included (for now), and it's not a final product.
Maia isn't your everyday resource planning, create, build kind of affair. Yes, it has those elements, but the game is way more technical and scientific. You have to bear in mind breathable atmosphere for your people. You have to watch for the core temperature and air flow. Create correct conditions for plant and animal life to grow. And watch that your people don't go loco and start losing their minds.
Graphically the engine is quite well done. Visual representation of solar flares, and external radiation are well done. Of course these conditions affect your environment too.
Building and placing objects is pretty easy to do, after some practice you'll be placing and moving about freely. Personally I would like to be able to zoom out a little further, but that's personal preference.
Looking forward to more interaction with the wildlife - they are out in the wild, but I've yet to experience them attacking my crew, for example.
The addition of missions is a welcome one too. You have objectives to achieve and a time limit to do so. Once complete, you progress further on. I've not tried all of them but they certainly make you focus on the tasks in hand.
Just remember - early on - Crew need clean air, food, water. Nail that down quick and fast.
Looking forward to seeing what's coming next to this game - certainly a worthy purchase, in my opinion.
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6 of 6 people (100%) found this review helpful
5.9 hrs on record
Posted: April 24
Early Access Review
This could become an awesome game! Once it's finished and here's t he catch, the development is taking way too ♥♥♥♥♥♥♥ long (a common issue with kickstarted games apparently).

It is understandable that one guy alone cannot move mountains, and what Simon has attempted here is simply awesome, on the other hand as a kickstart contributor i've been waiting for 3 years to play.

This review is for alpha 0.55 and it is the first one that i managed to keep running for more than 4 h straight. The bugs are plentyfull and diverse, from annoying to game-breaking.

I am now writing this review after an extended playthrough that i would rate as very enjoyable despite the need for frequent "save-loads" to reinitialize the scripts. It has sadly ended in a save game that loads to crash and i will probably be waiting for at least 0.6x before attempting another run.

The game at the core is truly amazing, a hard sci-fi world with tons of attention to detail and very immersive. You need to pay attention to a million small things to keep your base running and the AI is quite helpful (when not crippled by bugs). The world is a funny and strange mix of Dungeon Keeper meets Alien and it works!

The only big fault I see is the planning... if you budget your game for one man for 2 years but have no chance of finishing it in that time-frame you'll run in a catch 22 , the game is in a too poor state to attract new buyers and thus you cannot hire people to accelerate the process. Nobody is willing to wait 6 years for a game to go gold regardless of how good it may become.
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1 of 1 people (100%) found this review helpful
10.6 hrs on record
Posted: April 14
Early Access Review
So far, this game seems pretty good. Of course, you can never really tell with Early Access games, but first impression is it's allright. Not exceptionally awesome, but pretty good. I'd even say at least slightly above average. It was definitaly worth the money and you get pretty much everything that's being advertised. What suprised me most is that, unlike many other alpha-games, this game has exceptionally little and few bugs. Sure, you get the occasional crash (at least on win10), which can be frustrating if you haven't saved in a long time, sometimes colonists get stuck and die, object "health" sometimes becomes negative which will result in the object not getting any repairs ever but all this happens rather rarely and doesn't really have too much of a disrupting influence. All in all, i'm pretty glad i've bought this game.

quick summary:

+ rather bug free
+ you get everything that you see in the trailer
+ the game can be played almost without any disturbances
+ no game-breaking bugs (at least none that i encountered)

- no autosave (at least not that i know of)
- game sometimes crashes (at least on win10)

so i'd say, if you don't mind running into small bugs occasionally or (seemingly) random game-crashes and you like the game's concept, go ahead and buy it, even if it's just to support the developer.
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3 of 6 people (50%) found this review helpful
8.3 hrs on record
Posted: April 5
Early Access Review
Sometimes one need to calm down and think twice before writing something ugly about this game. The problem was on my side and Dev managed to help me with ease.
Good game, lots of options, excellent experience, very fast feedback from the developers.

Personal thanks to Simon. It was an unexpected help. Good luck!
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84 of 120 people (70%) found this review helpful
7 people found this review funny
27.9 hrs on record
Posted: December 14, 2015
Early Access Review
.54 update: The game now has issues with modern video cards using OpenGL 4.5 --it won't launch, and, instead, will try and "fall back" to OpenGL3, and then finally fail.

Stay away from this game. Looks like the dev may have tried to make his own game engine--Unity would have worked fine here. No wonder why game developent is taking so blasted long.


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.
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