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 (65 reviews) - 63% of the 65 user reviews for this game are positive.
Release Date: Mar 26, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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 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.”

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 January 29th 2016)

  • Save game functionality -DEPLOYED!
  • Trade / migration -DEPLOYED!
  • Happiness
  • 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 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.”

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.”
Read more

Buy Unclaimed World

LUNAR NEW YEAR SALE! Offer ends in


Recent updates View all (51)

January 31 Gather crash fix

A new version containing a crash fix was just released. The error would sometimes happen when gathering from trees near the map edges.

3 comments Read more

January 29 Trade and Migration

We're back with a big update, now available on the Default (ordinary) branch.
The new features are demonstrated in this gameplay video:
Youtube Video
which is commented by one of the devs. (Click the time codes on the video to skip to the demonstration of the 'Trade' features.)


On 'Fields of Tau Ceti', your group now starts with radio equipment which allows them to contact a neighbor settlement and arrange trade deals. They have a small amount of cash to pay for a barge and can buy supplies and invite more colonists. To do this, they first need to set up a radio hut and build a simple boat landing at a suitable spot (which appears on the map).
You can then access the map screen and arrange for a boat to come:

Next step is to start selling goods. To do this, you need to build a simple port which consists of a small pier and a storehouse. You assign which item types you want to sell and as soon as the goods have been placed in the storehouse, you can offer them for sale in a trade deal.

ADDITIONAL GAMEPLAY FEATURES///////////////////////////////

The characters now have clearly defined specializations such as 'Security', 'Engineering', 'Bushcraft' etc, which is indicated with an icon next to their name. If a character has a very low skill level, which is inadequate to start a task, this will be indicated with red color in the skill list.
Most characters will now be generated with random names, clothes and specializations.

On 'Fields of Tau Ceti', there are now migrating herds of animals that cross the map from time to time. 'Lesser whipjaw' travels along the great river in the middle, while flocks of 'bajingan' enter from different corners and move to the west. They are voracious scavengers and can quickly devour meat left in the open but on the other hand, their hides and own meat are valuable for trading.

The available space for carrying or storing items is now clearly indicated with a bar in the side panel.

We now have 5 additional tracks, composed by Jesper Lundager - the track titles are:
Prosperous Frontier. Building a Home. The Diamond Birds. Muckroot Toil. Cetian Skies.
They can also be heard HERE

-Reduced the food need of humans so that they now only need to eat roughly 50% of the previous amount of food.
-Improved the way characters handle ammunition. They will now put half of a fresh magazine in their weapon and carry the other half with them.
-Increased decay rate of the 'shreds' that animals bite off from carcasses so that they rot quicker and do not fill the screen with progress bars.
-Structures now decay slower.
-Adjusted output of fish traps so that fish traps no longer run out of fish (they still break down though).
-Removed the 'Dozens of settlers' start since we now have the immigration feature, allowing you to invite people.
-Solved the crash that sometimes happened when you placed the signal pyre or the deadfall trap (this was reported by players - thank you!).

UPDATED: GAME FEATURE ROADMAP///////////////////////////////

We have re-estimated the road to release (this year) and have moved some features to possible post-release while some planned game features have been replaced with new ones. You can see the updated list under the Early Access section on the store page, it now looks like this:

  • Save game functionality -DEPLOYED!
  • Trade / migration -DEPLOYED!
  • Happiness
  • 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!

We hope that you are ok with this new list! Our focus is to make a great game with the resources we have and to do that we need to prioritize as we go along.

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

13 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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 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. 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.

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.


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
18 of 22 people (82%) found this review helpful
1.0 hrs on record
Posted: September 12, 2015
Early Access Review
It's a good game for what it has and a good idea, but it updates incredibly slowly and doesn't seems like it'll fulfill it's potential. Wouldn't recommend until and if it's more fleshed out.
Was this review helpful? Yes No Funny
10 of 12 people (83%) found this review helpful
52.0 hrs on record
Posted: August 17, 2015
Early Access Review
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.
Was this review helpful? Yes No Funny
12 of 19 people (63%) 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.
Was this review helpful? Yes No Funny
59 of 73 people (81%) found this review helpful
3 people found this review funny
4.1 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.
Was this review helpful? Yes No Funny
71 of 103 people (69%) found this review helpful
1 person found this review funny
8.0 hrs on record
Posted: July 23, 2014
Early Access Review
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