Manage interstellar pioneers and their descendants in this detailed sci-fi colony sim. Centuries after planetfall, colonists are still struggling to gain foothold on their lush and alien planet. You settle on the frontier by carefully managing resources, production and different personalities.
User reviews:
Mixed (99 reviews) - 67% of the 99 user reviews for this game are positive.
Release Date: Oct 4, 2016

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Recent updates View all (77)

October 14 Improvements to salvaging, tapping and upgrades

Hey, time for an update with fixes for issues that have recently been reported in the forum.

UI improvements:
-The SALVAGE button is now accompanied by a button that shows the datasheet for the salvage process with its outputs and requirements.
-Also, the salvage button is now displayed with a 'box' icon if the salvage operation does not result in lost parts. This helps to quickly see if structures such as tents or sentries can be conveniently packed down and moved without losing any materials in the process.
-More upgrades and items will now have their parts and condition displayed in the side panel.

AI improvements:
-Checking tasks will now appear when processes in the FOW are estimated to end. A colonist will travel there to see how the process is going. This helps when tapping sap in a swamp, for example.
-Made a change to harvesting with stationary tools such as tapping buckets which allows a single worker to gather from multiple sites.

Bug fixes:
-Corrected an issue where an item (like a knife) could become a part of a spear while still being carried as an item by a character.
-Made a fix that should prevent a rare crash that could sometimes occur after making an order with the Buy/Sell dialog.
-Corrected an issue where abandoning a shelter did not reset its residents count so after claiming it again it was unusable.
-Fixed a bug where the trading barge would no longer be available after having been used before.

-Upgrades can now be maintained.
-Made it so that upgrades can no longer be salvaged directly. Instead, use the upgrade panel to remove upgrades.
-Upgrades can no longer be discarded or claimed. But discarding/claiming a building will discard/claim its upgrades too.
-To reduce the risk of starvation happening during sleep, we have reduced the exertion level when a character sleeps. So, during sleep, their need for food will increase slower.
-Blackpulp will regrow more often.

Also, if you haven't done so already, check the new guide 'Food Fundamentals: How to avoid starvation'

2 comments Read more

October 8 Crash fixes

Hi all, it's time for another update. These are the fixes:

-Clicking on a marker window will now bring it to front. This should help a bit in those situations where overlapping marker windows are blocking the text or arrow button.
-Fixed a crash in the movement AI.
-Fixed an issue where characters would be locked when the port was built on top of another structure, blocking its entrance.
-Fixed a bug that would cause tools not to be freed from tasks when the character abandoned the task, this causing too many tools to be assigned and still be visible in the task list.
-Fixed a crash in repair task creation.

0 comments Read more


“Seriously, I’ve played a little over twenty hours and I still feel like I’ve only discovered a little of what’s possible. It’s a smart game, with a lot under the hood.”

“I. Want. This!”
Rock, Paper, Shotgun

About This Game

Manage interstellar pioneers and their descendants in this detailed sci-fi colony sim. Centuries after planetfall, colonists are still struggling to gain foothold on their lush and alien planet. You settle on the frontier by carefully managing resources, production and different personalities.
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.

Indirect control -- the colonists are free and have a democratic society. Dissatisfied people can either leave or vote for improving their colony: Only if you have ambitious inhabitants will you access better technology and develop a camp into a comfortable town.

-Realistic sci-fi, pioneer setting
-Simulation of alien nature, human needs and frontier community
-Detailed, flexible crafting
...We draw inspiration from ‘The Settlers’, ‘Dwarf Fortress’ and Paradox games.

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.


Open-ended maps and scenarios
In various scenarios and maps we explore the history of the planet's colonization. The tutorials and scenarios introduce you to the game's setting and mechanics and make you ready to tackle the open-ended maps where you build up a colony from scratch.

Fields of Tau Ceti are open-ended maps that take 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 simple technology such as smithing, small scale farming and black powder.

Fields of Tau Ceti currently has 2 maps + 1 large map version for powerful PCs.

Muckroot Mining Site is an open-ended map where a mining crew is extracting metals in a dangerous biome: They use advanced weapons for protection against the wildlife. They can start a settlement, mixing advanced and primitive tech.

Twinkler Island is a scenario with a team of planet explorers that have crash-landed on an island and must wait for rescue. There will be attacks by pack predators, the so-called “twinklers” which emerge from the caves littering the island.

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

The Clay Pit is an open-ended tutorial where a scruffy crew of laborers make mudbricks for sale. See if you can turn the camp into a permanent settlement.

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 but we ensure replayability by randomizing starting location, number of resources, colonists, trade goods, animals etc.

As of release, the game includes
94 structures
31 animals
~450 items (ingredients, materials, tools, gadgets, weapons, upgrades etc.)
17 plant species


System Requirements

    • OS: Windows 7, Windows 8, Windows 8.1, Windows 10
    • Memory: 1 GB RAM
    • Graphics: DirectX 10 capable graphics card
    • DirectX: Version 10
    • Storage: 660 MB available space
    • Additional Notes: Windows Media Player is required. The game does not support Intel integrated graphics cards.
Customer reviews
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Mixed (99 reviews)
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85 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 7 days
1 of 3 people (33%) found this review helpful
1 person found this review funny
Most Helpful Reviews  Overall
104 of 110 people (95%) found this review helpful
37.4 hrs on record
Posted: October 4
Unclaimed World is about humans trying to survive on an alien world. Different scenarios take place at different points in the history of the world, so you see the people of the planet at different times from early in the colonization to generations later. The alien world itself has lots of strange and new species of plants and creatures, and the look of the settings is interesting and beautiful.

Gameplay revolves around managing the actions of your community of colonists by giving them tasks and prioritizing. A lot of the colony management is zone-based, where you drag and create zones and indicate the actions the colonists should take within that zone - scouting out new locations, gathering resources, patrolling for dangerous creatures, etc. You also manage the production of tools, buildings, food, etc. through a production menu that has an extensive technology tree. The developers have done a great job of making it easy to click through and access information which is great because the technology of the world is well-realized, you need the right materials and tools to gather or build things, and for the more complex technologies it's relatively easy to click through the different menus to see what you might be missing.

Using all this you manage the colonist's needs for food, comfort, and security. To begin with you start off with basic hunter-gatherer technologies to establish a foundation for your colony, and as you accumulate food, dwellings for your settlers, and defenses, your colonists can vote to establish new policies that simultaneously give you access to more advanced technologies but also increase your colonists' expectations of each category, which means you can't rush farming without first getting a good amount of food stocked up from fishing, berrypicking, hunting, etc. I feel like this helps to realize the technology of the world and state of the settlement - your colonists will get upset if you look to set up farms where fields will yield crops month from now, but they need food right now. If colonists get unhappy enough, they'll leave for a neighboring settlement.

Which brings up another important aspect of the game - trade. You can establish trade with neighboring settlements in order to get access to tools and resources you need, and also you can entice new people with new skillsets to your settlement. This is often necessary as your small hunter-gatherer village will probably not start off with a blacksmith, so in order to advance your technology and create new tools and buildings you'll need to find a blacksmith and ask them to join you.

The game has come a long way and the developers have been great about continuing to improve on and develop the game. They're extremely responsive to questions and bug reports, and it's been a pleasure seeing this game make its journey from vision of a strange alien planet to released game. If you're interested in city building sims, survival sims, or colony management sims (e.g. Banished) you'll probably enjoy this game.

As a last note, I want to point out that many of the negative reviews of this game have come from early in Early Access and the complaints are regarding problems that have since been resolved or the absence of features that have since been added to the game. If you feel this review isn't helpful, feel free to ask any questions and I'll respond in the comments and amend my review to include the information. Thanks for reading.
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113 of 156 people (72%) found this review helpful
5 people found this review funny
Not Recommended
4.5 hrs on record
Early Access Review
Posted: January 24, 2015
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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22 of 25 people (88%) found this review helpful
1 person found this review funny
74.0 hrs on record
Early Access Review
Posted: May 29
This game is an absolutely amazing concept for an economic/town management type simulator. I love how the game combines advanced technologies with very low level primitive technologies to give an exciting twist on economic and town management in a futuristic sci-fi setting.

If you enjoyed playing the old Caesar 3, Emperor and Pharoah games then then this is your type of simulation game but it is however much more than these games because it combines other aspects into the settlement running that make it a lot less mechanical and requires a lot more input from the player, it really pulls the aspects of building a town that will thrive while ensuring that you survive together into one continuous journey. You will constantly be tested by dangerous beasts that try to eat your settlers and plagued by vermin who steal your food stores.

I bought this game at a very early stage of development and was very disappointed with the lack of features in the game but since the release of a lot more content it has started to become the simulator/town management game that I have dreamed of playing for so long and has really in my opinion become money well spent on a game under development even though I didn't initially feel this way.

Be advised that the game is still in a very early stage of development and there does tend to be a long wait time on updates to the game but when an update is released it tends to add a whole new level of depth to the game which really makes it worth playing which is why I have recently logged so many hours playing this game.

I would like to see a lot more content added to this game both in the world variety (fauna, flora and environment) as well as different scenario types each with their own unique challenges. Unfortunately there is only a single player mode so there is no intertribal warring and there is currently no sandbox mode.
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86 of 137 people (63%) found this review helpful
3 people found this review funny
Not Recommended
8.4 hrs on record
Early Access Review
Posted: July 23, 2014
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.
Was this review helpful? Yes No Funny
48 of 72 people (67%) found this review helpful
1 person found this review funny
5.4 hrs on record
Early Access Review
Posted: April 19, 2014
Still too early to buy, get a demo or wait for future developments.
The game is beautiful and is full of potential, definitely watchlist-worthy!
Was this review helpful? Yes No Funny
25 of 33 people (76%) found this review helpful
1 person found this review funny
47.2 hrs on record
Early Access Review
Posted: June 29, 2014
I've played this game so far for Hours and does crash from time to time which is to be expected with an early access game. I really like the concept of trying to survive in an unknown region then having the ability to control the outcome of each and every one of your people. Currently I own several early access games and Unclaimed World is deffinately at the top of my list. Patience is key with all early access games expect buggs. And talk about them. Creating games is a long process especially if the dev team is small. Overall the game has a great concept with unlimited possibilities and I like sim type games so I recommend this game. If any potential buyers of unclaimed world want more info please feel free to message me I will get back to you as soon as possible.
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17 of 21 people (81%) found this review helpful
1 person found this review funny
92.5 hrs on record
Early Access Review
Posted: August 17, 2015
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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12 of 13 people (92%) found this review helpful
13.4 hrs on record
Posted: October 4
Many reviews point that the game had poor AI and some bugs, but the current release seems (3 hours of playing so far, but I like the game) pretty solid.

It's... a pretty peculiar game: a building/exploring/surviving game in which you try to survive on a planet (in various environment). But the design of the game is pretty unique, and also consider that you come from space, but you you'll need to discover again a lot of technologies during a normal game.

A funny game, not perfect, but I think is worth of his price.

The problems: there are a couple of bugs, but, so far, I haven't find any annoying problem.
No, the main problem is, sadly, the UI design...
It works, but I sincerely don't understand why creating a design so difficult to understand and to use.
It's possible to create and repeate and programming tasks, but you fail to grasp all the possibilites and probably you'll find yourself to be annoyed.

Overall: a good game, not overpriced, and pretty unique for his design, but also not for who don't like to do micromanagement tasks and slide some graphs.
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15 of 20 people (75%) found this review helpful
1 person found this review funny
2.0 hrs on record
Early Access Review
Posted: February 28, 2015
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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Recently Posted
26.6 hrs
Posted: October 14
challenging, not for everyone. bore you to death till you hit the sweet spot of know how. if only you could whip these buggers to work faster.
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12.8 hrs
Posted: October 11
Sadly I can't recommend this game simply put:

I like the look of the game
I like crafting/city builder games

Very unintuitive
People are always starving even if your trying to crank out food
AI likes to stand around doing nothing sometimes even when multiple tasks are qued
The game REALLY needs a sandbox mode where you can just learn the game and have fun building

Really hope this game becomes fun but even on my second playthrough of the second tutorial it jus isn't fun. All 8 ppl are starving just traded for 30 food which I'm cooking up with 2 campfires and as the food comes out ppl eat it and they are still starving afterwards. So agrivating trying to pump out bricks(to trade for food), cook food, and keep sticks supplied for cooking bricks and food and all the while feel like I'm failing miserably becouse my people are starving the entire time

On the first tutorial I got the spire burning over and over and no boat comes, I used 2 full spires till they were exhausted and no boat, such a boring waste of time and jus leave that game eventually.

I wont go on but please dev make a sandbox and slow down the food consumption I want to play build and have fun, I understand It's a survival which I like but this feels more like slow hideous death.
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75.3 hrs
Posted: October 11
60 hours in and this game has about ran it's course with me.

This.....very unique game UI. has me a bit flustrated.

colonist are starving.......
set are for hunting, set traps, set fishing traps ect.
hunter goes hunting but leaves game in the bush :/
ohhh okay have to go into the interface and tell the starving people to butcher the killed animals.
evemtual;ly they do this but only after setting to high priority.
people are still starving ????
let see there are berries tubers carbontail thunder chicken ect n stocked in the kitchebe
Ohhhhhh! okay....have tio go into the interface and telll the starving people to cook the food.
why are they not cooking?
oh right need to set the prioority to high so the starving people will cook......oh crap too late the colonist with cooking skills just starved to death next to the kitchen, yes that kitchen. the one full of food!

oh look he just are a peice of chicken, hummmm 67% calories ok, 50 protien, ok 50 micronutrients ok zero (0) nutrition?! WTF. zero nutrition. Good Grief!

in the end all colonist either left or starved to death with the stores full of usable ingreadients and or unbutcherd animals


maybe i try some more tomorrow
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12.9 hrs
Posted: October 10
Unclaimed World is an awesome game. The colony system is quite deep and it has a more relatable feeling that the Fantasy colony management games out there. I like the attemps to give the colonists personality, but their AI leaves some space for improvements: it frustrates me when they drop tasks halfway, leaving all the tools behind. Otherwise, this is a relaxing game with a complicated system where you construct a nice village. You'll be choosing new goals for your colony, pinning them to the UI to keep track of them, feeling great when they are achieved.

There are some draw-backs, however. In 10 hours of gametime, I've crashed twice and I feel that the character AI could be optimized.
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11.3 hrs
Posted: October 8
I think that the game is fun and pretty complex in a good way. I have recently started it and there is a lot to learn in the start but it is easy to learn. I like that there is wide crafting with a control of a colony. It has not bugged out or crashed yet and has good music. I hope that you get the game and see for your self but, it is complex. Have fun!
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1.2 hrs
Posted: October 8
While I usually like this type of game I just didn't find this fun.

I think its mostly the interface which is both cluttered and has multiple layers of menus that are hard to navigate, but I also think this is compounded by gameplay which seems to involve a lot of production chains and is equally fiddly. While the graphics do look nice I din't think they were especially clear in terms of being able to tell you what's going on. Lastly I didn't get the feeling of emergent gameplay which is what I usually like about similar sandbox style games. Even though you don't directly control your colonists, there is little sense that anything much will happen if you don't intervene.

I sort of feel bad for not recommending this because I suppose a lot of this is a matter of taste and it could be said that the developers weren't trying to make "that kind of game" but I think this will pop up as recommended for a lot of people like me who like games like Rimworld, Prison Architect, Planetbase or just straight citybuilders.
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David Park
24.3 hrs
Posted: October 7
Having this game since it's early early alpha version when it had tons of gitches and bugs, I've seen this game come a long way. I haven't really played it that much but what I have been able to play has gotten better the more they progressed and worked on this game. While there may possibly be people who get a bug or two or some crashes, I haven't experienced anything of that nature so far. Granted, I do think the game could use a bit of polish and I can't wait for the possibility of things like electricity and medical treatment to be added. So overall, I have to give this a good solid recommended. If you like strategy story-ish like sci fi colony management games, you'll probaly like this game.
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0.3 hrs
Posted: October 7
it do need a mega improve,

UI is relatively massive, make it bigger and organised can be good for my sight

AI is strange, cause i gusse i cant control those charaters. As a matter of fact, they need to pick up items mutiple times to achieve the goals. I think they are fetching tools, but i dont think it is nessesary to dont have an inventory. And strange AI becomes terrible in battle and some times deadly. I may can work out how it works after mutiple attempts, but there are many other games in my inventory, thus i would better click quit button.

i may come back to this game when it is fully developed
Helpful? Yes No Funny
Gapster 77
0.1 hrs
Posted: October 7
Really like the style of this game, but require the ooption to change the UI size as I am struggling whilst playing from my sofa.
I'm sat only 2m away on a 1080p TV, despite having 20/20 vision I can't comfortably read the text.
Please do so as this game looks shaweeeet!

Note to any Dev's who read this;
You make games wanting people to play them, and with more and more people coming over to PC gaming you need to recognise that a significant proportion are going to want to sit back and relax, not right infront of the screen.
Please consider the positive effect changing the UI size will have on your games.
I personally built my PC for Gaming & Media only, I like to sit back and relax whilst watching films, and I'd like the option to sit back and relax to play games :)
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