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.
User reviews: Mixed (56 reviews)
Release Date: Mar 26, 2014
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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?

“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 since then was spent on getting the core mechanics finished and stable, as well as giving better feedback to the player about what the simulation was doing. Basically improving usability and playability.

Now that we have this work mostly done, we will be able to bring many more interesting gameplay features in, and make sure that the game realizes its full potential.”

Approximately how long will this game be in 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.”

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

“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
  • Creatures can feed on food items and carcasses -DEPLOYED!
  • Research
  • Diseases / treatment
  • More animations / effects
  • Interface graphics polished

There will be more and deeper gameplay features, for instance trade, research, health simulation 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:

What is the current state of the Early Access version?

“The game is fully playable: It has a functioning alien ecology system, a production economy and combat system. It has a tutorial scenario, 2 scenarios with unlimited gameplay under development as well as a save/load system in place.”

Will the game be priced differently during and after 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!”

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

“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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Recommended By Curators

"Showed at Gamescom 2014 - Colonizing planets never felt so good."
Read the full review here.

Recent updates View all (41)

July 14 Specialized expeditions: Farming/Hunting/Fishing

A new version is now available on both branches. These are the changes:

-On 'Fields of Tau Ceti' there are now 3 specialized start expeditions with loadouts and start locations suited for 3 different activities: Farming, Hunting and Fishing. (Select by going to CUSTOM settings, else it will be randomly selected at game start.)
-Fertilizer is now needed to keep farm plots productive after growing a number of crops. Two types can be used: Compost or guano.

-A specialized tool, the turnip cracker, is now required for butchering the armored turnip animal. Turnip flesh is now edible by humans.
-Turnip hut is now built where the animal was killed via a special action on the shell item. The shell is too heavy to move.
-Changed the landscape around the river to give more room for different camp sites. Also added more fish around the river.
-Rebalanced many food item sizes and nutrition profiles.
-Smoking meat/fish is now done in larger batches.
-Kitchens can now store items such as food and tools used in cooking.
-Cooking pot will now 'contain' the stew and other cooking products that are made with it.

-Food item tooltip now lists the satisfied daily needs under the NUTRITION heading.

-Fixed a crash that happened when an item was consumed.
-Improvement to production to make it more resilient if something happens to the input materials.
-Fixed a bug so that the new iron arrows can be used with the bow.
-Animation fixes.
-Dog can no longer gather stones and check the fish traps.
-The armored turnip animal can now only be killed with firearms (characters will no longer try to kill it by kicking it).
-The fish weir will now also catch fish.

-Removed music in the Tutorial because of the many stop/starts from the event screens.
-Changed the music tracks on the Fields of Tau Ceti map.

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July 2

Fields of Tau Ceti (version

'Fields of Tau Ceti' is a new sandbox map that takes place centuries after humans arrived at planet Antheia. Humans have now lost much of the technology that was brought to the planet.

In this primitive future, a small community settles in the wilderness. Apart from an old farming robot they have no advanced gadgets and rely on simple methods when working the land. You'll use traps, black powder, smithing, a dog, a robot and much more when managing the colony.


- Robots. The 'GOPHER' which can harvest crops and transport materials. The 'ANT' which is for weeding and scouting.
- Dog. The Tau Shepherd will protect the colony from attacking animals.
- Animal traps: Spring snare, deadfall trap, spring trap and land mine. Can be set up as pest control, as protection against predators and for food. Colonists will check them periodically.
- Sentry gun. Will fire on threats from a distance and the colonists will keep it loaded if possible.


- Black powder. Can be made from sulfur and the new resources charcoal and saltpeter. Can be used for the black powder rifle, the varmint bomb and for mines.

- Improvised smithy for primitive metalworking. Uses iron ore and charcoal.
- Kiln. Produces charcoal and mud bricks.
- Granary. Keeps vegetables safe from field quadites.
- Huts: Clay hut made from mud bricks. Watercane hut. Turnip hut made from the grown 'Turnip' animal.

- Field quadite. These plant eaters have a voracious appetite and any farmers settling on firegrass must protect their produce from them.
- Megapod. A large slug-like animal that lives in the swamp.
- Swamp dendront. A camouflaged ambush predator.
-Bajingan. A scavenging species of thunder chicken found on Twinkler Island.

- The game has been optimized to allow for bigger colonies and more animals on a larger map.
- Many memory leaks have been fixed. These would cause out-of-memory exceptions during save/load or when playing for a long time.

We hope you will enjoy this new update and look forward to hearing your comments!

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About This Game

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 - the resources you discover will provide a number of production options making you able to adapt when food gets scarce and equipment breaks.

Your role
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.
We will keep polishing the A.I. to ensure that humans and animals act as realistically and independently as possible.

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.


Narrative scenarios
In the Twinkler Island scenario, you guide the explorers to survive by scouting the surroundings, locate useful resources and make improvised tools, weapons and structures. For food, you can hunt the elusive “thunder chicken” or try to spear the fish that inhabit the waters. There will be attacks by pack predators such as the so-called “twinkler” which emerges from the caves littering the landscape. 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.

In the tutorial scenario Castaways, you guide a group of stranded sailors to make food, fight animals and build signal pyres.

In Muckroot Research Station, you join a group of scientists as they explore an unknown biome.

The scenarios we have now are hand-made but we have ways to randomize things such as starting location, number of resources, camp members, enemies etc.
We will keep developing new scenarios with different objectives and features.

Sandbox maps
If you want a free-form experience, you will soon be able to play sandbox maps with limited narrative and unlimited play time.


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.


System Requirements

    • OS: Windows Vista, Windows 7, Windows 8
    • Graphics: DirectX 10 capable graphics card
    • DirectX: Version 10
    • Hard Drive: 280 MB available space
Helpful customer reviews
11 of 14 people (79%) found this review helpful
1.3 hrs on record
Posted: February 28
Early Access Review
I just caved in and bought it , I played through the tutorial scenario and found it extremely engaging to play .. I think when this game is complete it could well scratch an itch for a type of game I have had for a very long time , I really hope they finish it and it doesn't end up abandoned. The AI pathing needs work and maybe a way to speed things up a little .. it can get a little tedious waiting for your guys to do something. Overall I am glad I got it , really really hope they stick with it and make it the awesome game it has the potential to be :)
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4 of 6 people (67%) found this review helpful
1 person found this review funny
6.5 hrs on record
Posted: March 30
Early Access Review
Seriously flawed AI and path finding. One whole year away, nothing changed.
Was this review helpful? Yes No Funny
6 of 10 people (60%) found this review helpful
1 person found this review funny
5.1 hrs on record
Posted: February 7
Early Access Review
Hard to review this game. It's in an early stage of development, sure, but even allowing for the small development team it feels like its been stuck in the same rut for a long time. There have been several updates, but nothing has changed much and the fundamental flaws remain. The interface is problematic, and the control system feels disconnected.

I've persevered and have spent about 4 hours playing the test scenarios, but inevitably I only stay there for 15 minutes at a time before getting bored and frustrated. I'd like to hope that it will evolve into something interesting - the potential is certainly there - but so far it's just not grabbing me.\

Thumbs down, I'm afraid - I'd like to give the developers more encouragement, but if the question is "would I recommend this to a friend at this time" then the answer is simply "no".
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1 of 1 people (100%) found this review helpful
27.1 hrs on record
Posted: June 5
Early Access Review
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.
Was this review helpful? Yes No Funny
47 of 58 people (81%) found this review helpful
1 person found this review funny
3.8 hrs on record
Posted: January 24
Early Access Review
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.
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