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.
Användarrecensioner: Blandat (61 recensioner) - 62% av 61 användarrecensioner för det här spelet är positiva.
Utgivningsdatum: 26 mar, 2014

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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför Early Access?

“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.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“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.”

Hur är det tänkt att den fulla versionen ska skilja sig från versionen med Early Access?

“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:

Hur är det nuvarande läget i versionen med Early Access?

“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.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“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!”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“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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Rekommenderat av kuratorer

"Showed at Gamescom 2014 - Colonizing planets never felt so good."
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26 augusti

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 augusti

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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Om detta spel

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.



    • 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
Hjälpsamma kundrecensioner
4 av 4 personer (100%) fann denna recension hjälpsam
27.1 timmar totalt
Upplagd: 5 juni
Early Access-recension
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.
Var denna recension hjälpsam? Ja Nej Rolig
2 av 2 personer (100%) fann denna recension hjälpsam
40.7 timmar totalt
Upplagd: 17 augusti
Early Access-recension
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.
Var denna recension hjälpsam? Ja Nej Rolig
1 av 1 personer (100%) fann denna recension hjälpsam
5.1 timmar totalt
Upplagd: 7 augusti
Early Access-recension
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.
Var denna recension hjälpsam? Ja Nej Rolig
47 av 58 personer (81%) fann denna recension hjälpsam
1 person tyckte att den här recensionen var rolig
3.8 timmar totalt
Upplagd: 24 januari
Early Access-recension
Unclaimed World has oodles of potential oozing out from between the flaws. But don't be tempted, the flaws are terrible and many. After playing on 24th January I'm going to probably give this game a year or more before trying again.

First off, the good stuff. Unclaimed World is like Majesty and Dwarf Fortress at it's core. You designate tasks and one or more of your free-willed plebs will undertake them. There is no mico-managing workers. The banter between the various colonists is the perfect way to introduce the new world. The scenarios are not random so after a couple of tries you'll know which colonists you get and what their skills are.

I like the graphical style and the smooth character animations, they give a good sense of pioneering on an alien planet. The character portraits, whilst somewhat caricatured, make knowing and empathising with said characters much easier.


That's where the good stops.

There are currently only three stages, the tutorial which is so hand-holdy it's a chore; and not one I've forced myself to complete. The first stage which is impossible to lose unless you try really, really had to get your colonists killed. And lastly the second stage which crashes fairly early in. Don't expect content, it's not here.

The user interface is awful. And this is after the "UI and animation improvements" patch. Clicks get ignored, menus disappear, compents that should be translucent are not and parts of componets are missing. The map is the only way to scroll around (if there are keyboard shortcuts I never found them). But that's all the map does, nothing is marked on it in and it would completely pointless if there was another way to scroll.

Unclaimed World is SLOW. The characters idle along at maybe 5 to 10 pixels a seond but have to traverse areas that are thousands of pixels across. Leaving the game to run whilst doing other things seems to be the only meaningful way to play.

And the speed gets worse on the (previously mentioned) second stage. The characters still move at about the same rate but the screen refreshes at less than a frame a second until eventually it becomes a slide show and crashes. I'm sure a simple 2D game should run better than this.

The artificial intelligence in a game where units can't be directly controlled has to be good. But in Unclaimed World it's not. It's awful. I can't seem to prioritise tasks. Gathering seems to take precedence over everything. So if there are a couple of construction projects going on and I set a new gather task then everyone drops what they're doing and rushes (relatively) to all gather the same stick of firewood. Practicaly this means as long as there are gather tasks construcion tasks will not finish.

Furthermore the AI in combat is even more deficient, with the characters commenting that they must attack as a group and then walking in one at a time; and only after the previous character has been killed. It's horrible. They also seem to get lost and will wander backwards and forwards through an enemy nest despite there not being any tasks near it.

In closing, Unclaimed World has a lot of potential with a good exploration and command vibe but it is so far from being completed that it's barely even a tech demo - let alone a full game. Avoid.
Var denna recension hjälpsam? Ja Nej Rolig
66 av 95 personer (69%) fann denna recension hjälpsam
8.0 timmar totalt
Upplagd: 23 juli, 2014
Early Access-recension
I do not recommend Unclaimed World.

First, the good: the game has a lot of charm. The soundtrack and graphics are very appealing, and the banter between your scientists really sets the mood for exploration of an unknown world, giving you a sense of possibility and adventure. You assign general tasks and priorities and your scientists go to work, constructing shelters and weapons, exploring their surroundings and gathering materials. The basic concept is fun and draws from fantastic games like Dwarf Fortress, and it shows a lot of potential.

However, the game is highly unfinished. The colonist AI is quite buggy despites multiple bugfixes and often they will stand there being slaughtered by enemies, refusing to attack, or fumbling with their hauling tasks. The UI is finicky. There is only one relatively small map and no sense of progression in terms of tech or anything of that sort.

And all of that would be forgivable if there was any sense that actual development was happening on the game, as it is in Early Access and is not a finished product. However, since its Early Access in March, there has been very little in the way of significant new gameplay features nor any communication from the developers as to the state of development. They have not updated their dev blog since release in March and a question asking about the state of development in their (very quiet) forum has gone unanswered for a week.

You could ask the question whether this game is abandoned. Don't buy expecting it to get better, because there is no reason to.
Var denna recension hjälpsam? Ja Nej Rolig