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 (468 reviews) - 46% of the 468 user reviews for this game are positive.
Release Date: Dec 3, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Hi! Thanks for checking out our early access release of Maia. Alpha access gives us the unique opportunity to work with the community and craft the game together. Maia is a game with unprecedented complexity, and developing features directly with our players allows us to refine these intricate game systems to create a world that really feels alive.”

Approximately how long will this game be in Early Access?

“We want to keep development hurtling forwards at a steady rate and plan to release update builds once a month as the game progresses. (You'll often see smaller updates go out sooner as we push out important fixes as soon as we have tested them.)

We just released 0.50! After that we will be releasing the campaign, extra single player maps and full modding tools over the coming months, whilst refining the game and adding greater depth to the content.”

How is the full version planned to differ from the Early Access version?

“We plan for the full version of the game will have a complete single player campaign as well as the current sandbox mode. The campaign will last between 10-18 hours, depending on the player, but we expect the sandbox mode and additional single player maps (and of course mods) to give the player potentially endless replayability.”

What is the current state of the Early Access version?

“The game is still very deep in development, so many things might be broken. Sometimes in a rather amusing manner, sometimes... less so. The current sandbox build (0.48) has the core game play of colony building, colonist interaction and base simulation, the best is still to come.”

Will the game be priced differently during and after Early Access?

“We have priced the game at a reasonable price to avoid people impulse buying the game in it's early state. Once the campaign is in, and the community feels that we have hit the right level of quality, we will be raising the price by around 10% to reflect it.”

How are you planning on involving the Community in your development process?

“We try to read every forum post and email sent to us and work hard to consider and incorporate peoples feedback into the game.

You can follow updates and give us feedback on the game via Twitter on @Maia and on IRC users can join us on #maiagame on Quakenet. If you want to talk directly to me, the developer, I am @Simoroth on Twitter!”
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"It's a little rough right now, but the developer is a great guy and does regular updates."

Recent updates View all (12)

September 3

Update 0.50: Stardystopia

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

Update Trailer:
Gameplay from Simon:

New Features

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




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

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

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

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

The Only Good Bug Is A Dead Bug

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

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

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

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

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

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

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

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

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

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

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

13 comments Read more

July 30

Update: "Use of Weapons"
This update introduces a host of new features including guns, colonist emotions, social interactions, and console commands. There's also been an overhaul of balance and the colonists priorities which will improve game play dramatically.

Emotions and Sanity
Colonists now experience emotions. Emotions will develop as they perform tasks, communicate with other colonists, and encounter the environment. You'll notice that colonists exhibit emotional outbursts such as breaking down in tears and cheering. Head over to the Maia wiki to see the ways in which you can influence their moods.

Colonists now crave social interaction. These interactions may involve hugging, chatting, waving... or worse. Sometimes, anger can build up in the colonists and they may start to show some threatening behaviour towards each other.

Teamwork is essential to the construction of a successful base. Colonists that have strong social bonds will want to protect each other When colonists go for expeditions outside, they will group up. One colonist will do the job that needs to be done whilst the other brings a gun and watches out for danger.

Colonist Reactions
We've added new ways in which the colonists can interact with their environment. Firstly, if a creature approaches a colonist outside the base they will play dead to protect themselves. Colonists also flinch and steady themselves if there is an earthquake.

Console Input
Using the new in-game console, players can now execute a variety of development commands and cheats. For example, the console may be used to spawn objects, trigger earthquakes and instantly build objects. The Maia wiki lists the ways the console can be used.

Power Alerts
Power reports are now available through the email system. These reports represent the power supply, usage and need at the time the email was sent.

Balancing, Bugs & Stability
An in-depth simulation like Maia needs a lot of balancing to feel right. Since the last update we have iterated on a variety of balance variables. We have adjusted the balance of object maintenance, building priorities, object degradation and the new colonist emotions. In addition, a multitude of bugs have been fixed, and several crashes eliminated. Here is a detailed list:
  • Black squares on ATI/AMD machines have been removed.
  • Mines cause damage to living creatures instead of just destroying them.
  • Vox's no longer delete tiles inside bases.
  • Fixed crash caused by removing object a colonist is working on.
  • Limping bug fixed.
  • Fix for colonists getting stuck doing an action.
  • Crash fix for missing animation.
  • Other animation bugs fixed.
  • Solar Still destruction bug fixed.
  • Pressing Esc no longer locks up opening mail.
  • Fixed bugs in tutorial.
  • UI no longer becomes invisible when pressing Esc.
  • Fixed glitching fire.
  • Death hug fixed.
  • IMP stops collecting Material bug fixed.
  • Lander Animation occurring on external objects bugs fixed.
  • Doors opening/closing sound no longer loops.
  • No longer able to break the IMP robot in the tutorial.
  • No more lockups when IMP robot is asked to dig inaccessible walls. Read the IMPs task list to see what it's up to.
  • Colonists no longer get stuck inside objects.
  • Colonists have stopped going outside without suits to fix geothermal generators.
  • Bum Support and other furniture not longer gets "sympathy burns"
  • Creature AI improved and expanded. Territories are now patrolled and explored.
  • IMP printer issues fixed.

Here's some gameplay from Simon:
We hope you enjoy the “Use of Weapons” Update. Please give us your feedback! You can tell us what you think on the Maia forums, Steam forums, and by mentioning Maia on Twitter.

11 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.

Research and Learn from the Planet to Survive

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

Dangerous Atmosphere

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

Advanced Colonists AI

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

IMP Robots

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

Treacherous Weather Patterns

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

Genetically Engineered Super Chickens

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

Custom Engine

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

Immersive Soundtrack

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

The Inspiration

Taking inspiration from games as diverse as Dungeon Keeper, Theme Hospital and The Sims, Maia also draws from 1970s Sci Fi aesthetic and features a healthy dose of dry, dark humour. It's a mix of strategy, management, construction and terrible deaths on a distant world.

To Come

  • A single player campaign.
  • 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
    • Hard Drive: 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
    • Hard Drive: 2 GB available space
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 2 GB RAM
    • Graphics: Radeon HD 6750M
    • Hard Drive: 4 GB available space
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: NVidia 650M
    • Hard Drive: 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
    • Hard Drive: 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
    • Hard Drive: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
Helpful customer reviews
33 of 47 people (70%) found this review helpful
1 person found this review funny
5.2 hrs on record
Posted: September 8
Early Access Review
I work on Maia - So you should treat anything I say as biased, untrustworthy, probably composed of festering garbage.

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


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

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


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

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

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

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


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

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


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

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


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

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

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

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


Maia is a unique, captivating game. It explores the possibility of a human colony on an alien world. Even in its present unfinished state, Maia is worthy of purchase and full of potential for enjoyment and delight.
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4 of 4 people (100%) found this review helpful
10.7 hrs on record
Posted: September 24
Early Access Review
Think it's time to update a review of this game. It's rare to have a responsive dev so I better take advantage. The I.M.P. is much improved, no trouble with it ignoring orders. However there is issue related to the I.M.P. but not really the I.M.P.s fault. after it gets done digging it just stays there and when you build a room there's a good chance it'll get stuck inside a wall. You can avoid that by giving it a dig order some where else so it'll move away but you have to remeber to do it and sooner or later I always forget. I think the best way to fix this would be to program the I.M.P. to automatically go to the nearest storage unit and wait there when it completes any job it has so it will be safely out of the way and I won't need to remember. Another fix would be the ability to destroy rooms. As far as I know you can't destroy rooms but I havn't chaecked the tutorial in forever so I might be wrong on that. There are two other concernes. I notice after a long while the colonists seem to lose focus on building blueprints. This only seems to happen after the base gets pretty big so it might be because they are busy repairing things, not sure if repairing is prioritized over building. In future plays I'll try and remeber to use more than one repair drone and see if that helps.

The other thing is the windmills. They keep falling down. I always put turrets by my windmills so I'm pretty sure it's not wild life getting them. Often times it happens so fast I don't think it normal wear and tear, I'm lucky if I get two days out of them. Solar arrays are working great though just don't forget to use generators so you get power through the night and the generators are working perfectly in my experiance. Happy to see the progress this game has made, Thats all for now.
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4 of 4 people (100%) found this review helpful
10.5 hrs on record
Posted: September 24
Early Access Review
I'm pretty happy to be an early adopter of this, but I get the sense that I'm working with the first solidly playable version at 0.50. I'm looking for the following things as it develops:
- Quantitization of minerals/building materials... this needs to be made clearer
- Improvements to AI
- More visual and UX polish, more cohesive interface with keybindings
- More content
- Snapping rotation and wall-mounted furniture (a maybe nice to have idea)

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

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

The big hand as the mouse cursor is dorky, but I'm not decided if it's dungeon keeper dorky or doesn't make the cut dorky.
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2 of 4 people (50%) found this review helpful
0.7 hrs on record
Posted: September 18
Early Access Review
Nie ma co narzekac. Jak na early access jest ok - da sie grac i gra jest ciagle rozwijana. Nie wiem skad tyle negatywnych opinii.
Was this review helpful? Yes No Funny
40 of 48 people (83%) found this review helpful
1 person found this review funny
2.2 hrs on record
Posted: August 2
Early Access Review
I just had a look at the 0.49 and regrettably I must say I wouldn't recommend this game. I bought it around 0.47 because it looked so good on paper but here is why you actually shouldn't get it in my opinion, at least in its current state:

- the updates have been increasingly rare
- the updates that it does get add new functionality that seems random while it doesn't improve the (lack of ) core game play
- there is no sense in the game of what you are supposed to be doing - e.g. how much material / food / colonists in total you have. They just added reports on power which is great, but every game like this has an overview window that shows you your resources so that you know what you need to be getting next. That, to me, seems more important than adding weapons, for instance.
- there is no sense of why accidents happen - e.g. all my atmosphere generators exploded all at once - I have no idea why! And the colonists don't seem to care, they just walk around. You would expect major panic if something like this happened in the real life (the game is supposed to be a simulation, right?)

Before you all start accusing me of not knowing what alpha is - I know very well. I'm a dev myself.

In my opinion, the devs here should stop adding more functionality that create more breadth and isntead focus on improving the gamer's experience to create depth. Make a game out of this. Because at the moment, it seems like bunch of functionality stitched together. Give us a reason to play! Experimenting with new features is great, but wears off after you've built everything. The game is not interesting after that. Give us a sense of what we are doing and why we are doing it!
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