We take the colony sim genre into the near future, onto a lush planet where humans are making their first foothold. Characters and alien wildlife are brought to life through a rigorous simulation, making the game a tug-of-war between humans and nature on an alien planet.
Análisis de usuarios: Variados (60 análisis)
Fecha de lanzamiento: 26 mar. 2014

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“We launched the game on Early Access in March 2014 to help finance the game’s development and to involve players in the process. The time immediately after was spent on getting the core mechanics finished and stable, as well as developing better UI feedback to the player about what the simulation was doing. Basically improving usability and playability.

Now that we have this work mostly done, we focus on bringing many more interesting gameplay features in, and with the help of players we can make sure that the game realizes its full potential.”

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“We will stay in Early Access until all of the fundamentals are in place and we feel that we have delivered a solid product. After that we will sell the game as completed - however, we hope to continue improving and expanding the game long after it's been released from Early Access.”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“The full version will be a well rounded game offering even deeper gameplay and replayability. The scenarios will be more finely tuned to provide a suitable challenge at any selected difficulty level.

Early Access: Planned features

During the Early Access phase we wish to develop most of the following features. But our plans could change, depending on the feedback we get and the resources we have:

  • Modding support (maps, scenarios, game data)
  • Save game functionality -DEPLOYED!
  • Languages (community provided translations)
  • Many more scenarios -SEVERAL ADDED!
  • Creatures can feed on food items and carcasses -DEPLOYED!
  • Research
  • Diseases / treatment
  • More animations / effects -MANY ADDED!
  • Interface graphics polished -DEPLOYED!

There will be more and deeper gameplay features, for instance trade and diplomacy. Construction options will include electrical power, more buildings as well as building improvements.

Possible features in the long term (after Early Access)

We would like to provide Mac / Linux support at some point.

See our website for a list of features that we might develop in the future:

¿Cuál es el estado actual de la versión de acceso anticipado?

“The game is fully playable and offers many hours of gameplay in scenarios, sandbox maps and tutorial. It has a polished UI, a robust AI, a functioning alien ecology system, lots of crafting and a sturdy combat system.”

¿Variará el precio del juego durante el periodo previo y posterior al acceso anticipado?

“Yes, the price of the full game will be higher and we will also raise the price during EA as more features are added. So jump in now!”

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“We regularly visit our forum to read and comment on feedback from players, and many times it influences the development path. Feedback is valuable for us when we discuss which road to take in the dev team.”
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"Showed at Gamescom 2014 - Colonizing planets never felt so good."
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Actualizaciones recientes Ver todos (46)

26 de agosto

Soundtrack now available on Youtube

We now have the songs from the game available on Youtube:


All tracks composed by Martin Hasseldam.

[00:00] - Settle
[15:13] - Unfamiliar Starlight
[18:49] - Life in the Wilderness
[26:39] - A New World

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25 de agosto

Working on: Increased realism in production/processes. Mini-map.

Hi! Here are the things that we're currently doing:

Standalone processes (Well underway)
We are making improvements to processes to increase the realism and fix some holes in the current gameplay. It will be possible to have a production which can run on its own without a worker present. This will improve the kiln, smoking and cooking processes because it frees up the worker who can then go do something else instead of being present the whole time (like we have now).

It will also make sure that characters don’t run off with tools that are being used for a process before it has finished. The current gameplay has some hacks where tools are simulated as inputs in order to prevent this. One example is the production of salpeter.

It also makes us able to have new processes such as:

-Alcohol distillation
-Automatic production
-Structure printing (automatic building of structures)
-Many kinds of chemical processing

Processes and substances (Started)
We have also begun preparing the code and UI that will allow us to have things like water, electricity, liquid fuel, gas etc in the game. Basically a thing that cannot be described as an item because it does not have a fixed size or location - we call these things "substances" and we're trying to make the code flexible enough that it can be used for concepts that we haven't even thought of yet. We also use the term "substance" for heat and moisture.

This area involves:
-how liquid, gas and electricity is contained and transported in pots, barrels, pipes and wires.
-how items and substances change their properties when influenced by heat and moisture.

This will give us more options for doing things such as drying meat for example. A piece of meat should be able to either dry or rot, depending on the conditions where it's stored. The player should be able to look at a meat item and see what the current condition of the item is and if it's on the right track to become meat jerky or if it's rotting or burning. We've begun doing some UI layouts to organize all this information which you can see below. In this case the meat is influenced by the air, by being on fire and by rainy weather and is on its way to burn to ash:

UI Improvement to mini-map and resource display (Almost done)
We have been wanting to improve this area for some time and we're now implementing it so that you have a handy way of keeping track of all the resources and animals you've discovered as well as the things and people in your colony:

Trade/migration (On hold)
You may remember that we started working on this area some time ago - the reason why it was put on standby and we shifted focus to production related features is that we needed to open up for more possibilities for the content makers so that they can add more crafting features, items and structures. It's important that we keep the different team members active and sometimes this means that we have to change tracks and clear out bottlenecks.

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Acerca de este juego

We take the colony sim genre into the near future, onto a lush planet where humans are making their first foothold. Characters and alien wildlife are brought to life through a rigorous simulation and the game plays out as a tug-of-war between humans and nature on a planet full of opportunities and dangers.
Understanding the alien environment is crucial - discovered resources and crafting options enable you to adapt when food gets scarce, equipment breaks and alien animals attack.

Your role / indirect control
In this game you will not feel like a commander issuing orders, because the settlers have no command chain but rely on voting if they disagree. You will get the sense that you're part of the community, organizing your group’s decisions, not bossing them around. You do this by using the Pioneer Planning Unit, an instrument issued by the Tau Ceti Mission. You will feel like a member of the group, sharing their victories and failures.

The game takes place in a realistic sci-fi setting, in a plausible future without Faster-than-Light travel.
The year is 2238 and Earth’s first and only interstellar colonization ship has reached the end goal of its 100 year journey – a terran planet in the Tau Ceti star system. 2100 humans will now make this planet their new home. There are no additional supplies or reinforcements coming in - they must make do with what they brought and what they can find.


Sandbox maps and scenarios
In various scenarios and maps we explore the history of the planet's colonization. We continually develop new scenarios with different objectives and features.

Fields of Tau Ceti is a sandbox map that takes place in a primitive future centuries after planetfall. You begin with a community equipped for either hunting, farming or fishing and work off the land. Apart from an old robot, the people use predominantly simple technology, such as smithing, small scale farming and black powder.

Muckroot Research Station is a sandbox map where a group of scientists explore an unknown biome. (Work in progress)

Twinkler Island is a scenario with a team of planet explorers that have crash-landed on an island. There will be attacks by pack predators, the so-called “twinklers” which emerge from the caves littering the island. To repel them you can construct ranged weapons and build fences, but to permanently end the threat you must locate their nests and come up with a way to clear them out.

Castaways is a tutorial scenario that teaches you the game as you guide a group of stranded sailors to find food, fight 'bush dragons' and build a signal pyre on top of an island.

-The maps and scenarios are hand-made with randomization of starting location, number of resources, camp members, enemies etc.


Known bugs/issues:
This is a management game with indirect control, which means that you're not supposed to directly command a character to carry out a task. But, if ordered tasks are not being carried out, (the characters are just standing around) and you don't know why, then it's either a bug or a feedback problem (the game should explain the reason to you). We take these issues very seriously and will work to address them whenever they show up.


Requisitos del sistema

    • OS: Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10
    • Graphics: DirectX 10 capable graphics card
    • DirectX: Version 10
    • Hard Drive: 280 MB available space
Análisis útiles de usuarios
A 2 de 2 personas (100%) les ha sido útil este análisis
35.9 h registradas
Publicado el 17 de agosto
Análisis de acceso anticipado
Lovely, if you enjoy the feeling of surviving off the land and whatever resources it can give, coupled with some resource and personnel management. Currently in progress, but looking rather promising.
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A 1 de 1 personas (100%) les ha sido útil este análisis
5.1 h registradas
Publicado el 7 de agosto
Análisis de acceso anticipado
Great music, cool novel control design, and enticing atmospheres. It's sort of like an RTS inverted. Development has brought the game to a point where there's a decent amount of content, for an early development game. What's there is a good experience, and promises a lot more to come.
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A 4 de 4 personas (100%) les ha sido útil este análisis
27.1 h registradas
Publicado el 5 de junio
Análisis de acceso anticipado
This game shows a lot of potential, it's on the right path but at the moment it's lacking a lot of content and feels really buggy during combat and task orders seems bugged also.

However the atmosphere the game and it's music creates is perfect in my opinion.
All this game needs is to fix bugs, add more content and some dandy polish work.

Waiting for a decent update then i will continue the review.
Best to wait before buying for now, unless you feel you would like to support the dev's like i did.
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A 6 de 10 personas (60%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
6.5 h registradas
Publicado el 30 de marzo
Análisis de acceso anticipado
Seriously flawed AI and path finding. One whole year away, nothing changed.
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A 8 de 8 personas (100%) les ha sido útil este análisis
1.1 h registradas
Publicado el 13 de junio de 2014
Análisis de acceso anticipado

La humanidad ya no es lo que era. El miedo a la extinción la llevó a lanzarse en busca de nuevos planetas habitables, enviando naves en viajes de siglos de duración para alcanzar un nuevo Edén. Desaparecido el riesgo de aniquilación, olvidaron pronto sus juguetes espaciales y habitaron realidades virtuales, lejos de las estrellas y del mundo real. Así llegan, siglos después, los colononos a Antheia. Nadie los recuerda y no lo tienen nada fácil para empezar.

Bajo esa premisa parte Unclaimed World, con una desastrosa misión de colonización y un grupo de personas azotados por el más absoluto aislamiento. El juego de Refactored Games nos propone una mezcla de citybuilder y de juego de supervivencia que recuerda en momentos a Don’t Starve, aunque realmente su entidad es tan propia que olvidaremos pronto la comparación. Todavía está en estado inicial, financiándose gracias al Early Access de Steam, así que seguramente el juego cambie mucho con las aportaciones de la comunidad y el trabajo de los desarrolladores. Por tanto, entended que estas impresiones son muy primerizas y son provisionales.

Nada más comenzar llama la atención lo cuidada que está la puesta en escena. Los menús nos cuentan la historia del mundo en el que nos vamos a sumergir, que es accesoria pero ayuda a situarse mentalmente en la fracasada expedición. El concept art que acompaña la primera misión es bellísimo, y cada personaje tiene un retrato propio en el interfaz, desarrollado con muy buen gusto. La música, una electrónica tranquila y “espacial” acompaña nuestras primeras incursiones. Refactored Games están haciendo algo serio, y se nota en ese mimo puesto en el juego.

De momento está disponible sólo el primer escenario de supervivencia, en el que encarnamos a un grupo de científicos que han sobrevivido a un ataque y están aislados de la colonia principal. Ya jugando tendremos que armarnos de paciencia y dejarnos el orgullo en casa. De nada servirá volverse loco y lanzarse a la acción, salvo para conseguir que nuestros personajes acaben muertos de hambre y tirados en el suelo exhaustos. Unclaimed World, de momento, no tiene opción de guardado. No la tiene porque está en fase temprana, pero también como decisión en su diseño: la idea es generar pequeños escenarios autoconclusivos, con una serie de tareas a salvar y una duración corta (hora, hora y media). Precisamente, como esa opción de salvar partida no existe, tendremos que pensar mucho lo que vamos a hacer y elaborar un plan de acción para nuestros personajes. Vamos, tendremos que actuar como si de verdad nos estuviéramos jugando la vida de nuestra tripulación.

Probablemente la dinámica diferenciadora más importante que aporta el título es que en ningún momento controlaremos a nuestros personajes. Están ahí y pueden tomar decisiones propias, y nuestra manera de influirles será emitiendo órdenes para que las vayan cumpliendo. Podemos darles más o menos prioridad para enfatizar cuáles queremos que hagan antes, pero ahí escapa nuestro control. En general funciona bien, aunque hay veces en las que nos frustraremos viendo cómo hay órdenes que no se cumplen porque los supervivientes andan mirando al cielo, cosa que imagino es achacable al estado de desarrollo.

Básicamente, tenemos que encargarnos de todo lo relacionado con sobrevivir. Por un lado podemos ir fabricando elementos a medida que recolectemos material, igual que podremos improvisar cosas como un refugio con las partes rescatadas de nuestra nave rota. Si queremos tener éxito, tendremos que explorar el mapa como si no hubiera mañana en busca de nuevos recursos y siempre hacer algo. Y hacerlo, como ya he dicho, con un plan de acción en mente. De nada vale recolectar como locos ni explorar el escenario sin ningún tipo de fin. No, tendremos que estar todo el rato pendientes de lo que tenemos y de lo que necesitamos. Por ejemplo, nada más empezar nos va a tocar conseguir rocas y leños para preparar una hoguera, a la vez que buscamos comida para poderla asar en ella. Si nos desviamos un poco de ese objetivo ya podemos ir diciendo adiós.

Las opciones son muchas: desde fabricarnos un refugio donde pasar la noche a un sitio donde conservar la comida, una alambrada para que no nos ataque la (peligrosa y cabrona) fauna local, armas con las que defendernos y cazar (empezamos con un triste rifle a repartir entre cuatro)…Y la continua obligación, la interminable búsqueda por sobrevivir un rato más. Decía que con Unclaimed World hay que tragarse el orgullo porque yo mismo he tenido que hacerlo. Las ganas de probarlo me han podido hasta que, tras una decena de fracasos, me he dignado a abrir la pestañita de tutorial para ver qué pasos me recomendaba y cómo debía empezar. Hacía años que no hacía eso con un videojuego…

Eso sí, la satisfacción es inmensa cuando por fin consigues que el campamento funcione medio decentemente. Ésa tiene pinta que va a ser la dinámica con la que funcione el juego: ratos y ratos de estar amargado porque no consigues que las cosas salgan y otros momentos en los que la alegría te desborde porque consigues que la vida salga adelante en las peores condiciones. Supervivencia, tal y como debe funcionar.

Poco más que decir sobre Unclaimed World ahora mismo. Tiene muy buena pinta, es bellísimo estéticamente y se nota el esfuerzo que está poniendo el equipo en sacarlo adelante como experiencia única. Es sólo un estado temprano de desarrollo, pero ya demuestra haber elegido un muy buen camino.
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