We take the colony sim genre into the future, onto a lush planet where humans are making their 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 (70 reviews) - 65% of the 70 user reviews for this game are positive.
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 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.”

Approximately how long will this game be in Early Access?

“We aim to release the game from Early Access during 2016. After that we will sell the game as completed - however, we hope to continue improving and expanding the game with post-release updates 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. (This list was updated April 16th 2016)

  • Save game functionality -DEPLOYED!
  • Trade / migration -DEPLOYED!
  • Happiness - DEPLOYED!
  • Democracy
  • Research
  • Many more scenarios -SEVERAL ADDED!
  • Creatures can feed on food items and carcasses -DEPLOYED!
  • More animations / effects -DEPLOYED!
  • Interface graphics polished -DEPLOYED!

Possible features in the long term (after Early Access)

-Modding support (maps, scenarios, game data)
-Languages (community provided translations)
-Game feature: Medical treatment
-Game feature: Electrical power

NOTE (Jan 2016): We have decided NOT to aim for making a Mac/Linux port because of the cost. Sorry!

See our website for the list of current features and what we might develop in the future:

What is the current state of the Early Access version?

“The game is fully playable and can offer 50-100 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, trade, migration and a sturdy combat system.”

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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Recent updates View all (55)

April 21 Some bug fixes

A new version is available on the default branch.

-Fixed a bug where the game would stop responding after task switching in windowed mode, or would show a black screen with only the mouse cursor active when alt-tabbing in fullscreen mode.
(Please note that task switching during the save process can still cause a freeze/not responding)
-Corrected an issue where the characters would sometimes haul tools like clay jars that were being used for collecting sap.
-Fixed a bug where the "NEW RUN" button on the Missions panel would not accept a mouse click.
-Fixed a bug where sometimes achieving the required ratings would not trigger the win condition on 'Making Headway'.

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April 16 New Scenario - 'Making Headway'

A big update this time - this is the new content, now available on the default branch:

NEW SCENARIO: 'MAKING HEADWAY'///////////////////////////////
The new scenario is focused on trade and introduces rubber production. You're tasked with developing the village 'Headway' which is competing with the neighbor town 'Eden Plains'. To earn money, the villagers plan to start harvesting sap from the nearby swamp and sell rubber parts. They will need to invite a family of chemists from the neighbor town and buy the necessary machinery for building a 'polymer workshop'. Sulfur is needed for vulcanizing the rubber, and this material has to be brought in by boat.

You're guided by a small tutorial in the beginning. However, this scenario is designed so that you can play it any way you like. If you find a better way to reach the objective (a high population and conditions) you are free to do it that way.
See this video for a walkthrough of the mini-tutorial:


EMIGRATION - GROUP MEETINGS///////////////////////////////
Unhappy colony members will now voice their complaints in the form of an event screen where they try to convince the other colonists (that means you) that some aspect of the colony needs to be improved, either Food, Security or Comfort.
A colonist who is unhappy will consider leaving (have Emigration Risk) and when they've had enough they'll say goodbye and walk to a certain spot on the map which leads to the wilderness or a neighbor camp and disappear. This location is indicated on the World Map screen for each scenario.

OTHER IMPROVEMENTS///////////////////////////////

Regrowing vegetation
Fruits, branches and other resources on trees and bushes will now regrow. Some resources such as saps and resins will replenish many times a year, while others, such as branches and fruit, regrow in the summer.

Still structure. Polymer workshop
-The still can distil brandy from wine. Alcohol, when consumed, increases the personal comfort rating.
-The polymer workshop is used to make rubber parts from marshcot sap.

UI improvements
-Icons added to Production Manager and Gather window to indicate missing prerequisites.
-Sliders now have increase and decrease buttons and respond to clicks in the trough.
-Sliders have notches to make batch production more clear. Each notch represents 'one task'.
-Added details about ammunition and fuel needs to data tooltips.
-Warnings added for missing fuel and for task spam.
-Bars added to crops section in side panel to show weeds and crop progress.

Changes and fixes
-Tweaked the eating behavior so that characters will only consume the amount of food that increases their need levels.
-Tweaked the farming processes so that farmers spend less time attending their fields.
-Tweaked the AI so that a single specialist will now be more attracted to the tasks they are specialized in, rather than going for more mundane tasks like patrolling, so there is less risk of bottlenecks.
-Marshcot sap now used for making rubber - no longer used for making spoak shingles.
-Changed the blueprints for simple kitchen and workbench.
-Fixed looping sound bug when pausing.
-Fixed a bug where characters would sometimes get up from sleeping in the morning, only to lay down again right after and nap some more.
-'Night vision goggles', 'Cloak' and 'Ground resource scanner' are new equipment types which affect various stats.

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“What I most like so far is that the survivors chat to each other, quipping or showing agitation...”
Rock, Paper, Shotgun

“I. Want. This!”
Rock, Paper, Shotgun

“...an interesting and novel game that aims to make you think and often succeeds.”

About This Game

We take the colony sim genre into the future, onto a lush planet where humans are making their 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. Humans landed on a Tau Ceti planet in 2238 after a 100 year journey. Over the generations, the Tau Ceti colonists lost the advanced equipment which was brought to the planet and the descendants formed simple frontier societies based on farming, fishing and trade.


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.

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.

Making Headway is a scenario where you grow a small farm community by expanding into rubber production, extracting sap from a dangerous swamp.

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

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.


System Requirements

    • OS: Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10
    • Graphics: DirectX 10 capable graphics card
    • DirectX: Version 10
    • Storage: 280 MB available space
Helpful customer reviews
23 of 35 people (66%) found this review helpful
1.1 hrs on record
Posted: November 15, 2015
Early Access Review
super slow updates and communication with the community is minimum, sad really as the game looks nice, bugs from day one are still present, avoid until the devs sort there heads out.
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5 of 6 people (83%) found this review helpful
54.3 hrs on record
Posted: February 1
Early Access Review
I have to admit, i love this game.

Its taken a while to develop, im constantly waiting for new updates, and they are a bit slow.

But i absolutely love the game non the less.

The combination of ambiance, level of depth and what you can accomplish is great, and I am so looking forward to its future.

There are always several ways to get ahead, and you can focus on different ways to survice each time, making for replayability even for such an unfinished game.

Take your time, restart several times, and you'll get the hang of it.
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2 of 3 people (67%) found this review helpful
93.8 hrs on record
Posted: March 6
Early Access Review
This game is one of the best upcoming space-colony sim iv played yet. the planet looks realy cool. this is becoming one of my favorite games
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2 of 4 people (50%) found this review helpful
7.1 hrs on record
Posted: March 8
Early Access Review
This is a beautiful and complex management/survival/crafting/Sim game that has a ton of potential. The developers seem to be updating on a pretty regular basis and if this type of game appeals to you then I'd say support it with your dollars! Is it 100% fleshed out yet? Nope, but I'll say that it has about 2-3x's more gameplay and polish than it did 6-10 months ago (when I played it last).

One thing I like about it is that the developers aren't afraid to build a good bit of complexity into the game. While it's no "Dwarf Fortress", it has some depth (and more to come from what I've been reading). I think this has potential to be a great little gem.
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63 of 79 people (80%) found this review helpful
3 people found this review funny
4.5 hrs on record
Posted: January 24, 2015
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 in January 2015. I'm going to probably give this game a year or more before trying again. And now I have given it a year - it's January 2016 - and things have changed but not drastically.

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 bad - but vastly impoved from when it was first released. And as things start to take shape it's now possible to see higher level issues with interface. Right click context sensitive menus have been a 'thing' for a very, very long time now. Unfortunately the devs have ignored years of progress and have a wierd left click, bring up a small box with an arrow, left click the arrow, bring up the context sensitive menu. Right clicking hides the interface but doesn't close anything. Left clicking brings back all the menus as they were.

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. Even after three version bumps this is still a problem and I suspect it's a fatal one. I've added more detail in my first comment.

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. I still haven't found a good way to get the colonist to move and work as a unit.

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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