Maia is a colony building game set in the not-so-distant future. Your colonists make planetfall on a hostile world and you must ensure their survival and their safety, constructing their off-world habitat from almost nothing and sheltering them from a dangerous, often deadly environment.
All Reviews:
Mixed (680) - 45% of the 680 user reviews for this game are positive.
Release Date:
Dec 3, 2013
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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?

“Hi! Thanks for checking out our early access release of Maia. Alpha access gives us the unique opportunity to work with the community and craft the game together. Maia is a game with unprecedented complexity, and developing features directly with our players allows us to refine these intricate game systems to create a world that really feels alive.”

Approximately how long will this game be in Early Access?

“We want to keep development hurtling forwards at a steady rate and plan to release update builds once a month as the game progresses. Smaller updates go out on the development branch almost daily.

Version 1.0 is planned for early 2018.”

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

“We plan for the full version of the game will have a complete single player campaign as well as the current sandbox mode. The campaign will last between 10-18 hours, depending on the player, but we expect the sandbox mode and additional single player maps (and of course mods) to give the player potentially endless replayability.”

What is the current state of the Early Access version?

“The game is still very deep in development, so many things might be broken. Sometimes in a rather amusing manner, sometimes... less so. The current sandbox build 0.64 has all the core features of the game and all the simulation running. Future updates will bring more content and detail to the game, as well as more interactions and GUI changes.”

Will the game be priced differently during and after Early Access?

“We have priced the game at a reasonable price to avoid people impulse buying the game in it's early state. Once the campaign is in, and the community feels that we have hit the right level of quality, we will be raising the price to reflect it.”

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

“We try to read every forum post and email sent to us and work hard to consider and incorporate peoples feedback into the game.

You can follow updates and give us feedback on the game via Twitter on @Maia and on forums.maiagame.com.

On https://dev.maiagame.com you can view changes going into the game in real time as we develop it.

IRC users can join us on #maiagame on Quakenet. If you want to talk directly to me, the developer, I am @Simoroth on Twitter!”
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Recent updates View all (35)

October 4

Maia 0.68: The Penultimate Truth.

After a several month mission Maia 0.68 has touched down! Watch my video below to see a quick overview of some of the new features and fixes.

https://youtu.be/y28WgF5jozI

This is the penultimate development version of Maia. The next update, 0.69 will take the game out of the early access program. This of course won't be the last addition to the game and there are plenty of new and exciting things to come. (I'll also be sticking to my no DLC policy, all main game content updates will remain free.)



If you enjoy Maia's updates, but want to try them earlier, don't forget to set your game to use the development beta branch on Steam which will give you access to my daily builds. (Right click on the game in your library, click properties and go to the beta tab.) We also have a new Discord server to report bugs and talk about the game. Leaving a review would also help us very much as we approach release.

This update brings the all new fire fighting utility robot. This nifty little machine will dart across your base to extinguish the inevitable conflagrations of your poorly maintained colony. If you need a more hands on approach it is of course fully controllable in first person too.



New AI behaviours have been bestowed on the animals, robots and alien creatures in the game, adding many new avenues for emergent game-play. Chickens now can be startled and will flock dynamically to avoid perceived danger. But don't worry, they'll also now nest on many items in the game, providing plenty of annoyance to your colonists and plethora of new and exciting fire hazards.



Colonists are more aware of the actions you take and will sometimes mention if they think you followed their advice and will also comment on what they think of new equipment. They'll also produce more detailed emails and discuss new topics such as the weather, storms and climate and how it's affecting the base and it's inhabitants.

The alien creatures of the planet have had many of their territorial behaviours improved and will now migrate independently in herds on and off the mission area. The changes will also see them attacking your bases in a smarter ways, leading to more dramatic incursions.



Your IMP robots are now more fragile and can be seriously damaged by earthquakes and have their circuits scrambled by solar events. You'll also want to keep them happy as they can now take action against your poor management, hijack your email system and organise a labour movement. Listen carefully and you'll hear IMP robot's new voice-over lines. They'll comment on the awful state of your base, provide snide but perhaps useful observations of your colonists and go on endlessly about how depressed the doors are making them.

The base announcer now has twice as many lines detailing equipment state and supplies, and several new call outs for the colonists. Several of the announcements note ongoing progress in the base that will save you from watching every unboiled kettle.



The new rename tool allows you to set a callsign for any item, room, animal, plant, colonist or robot in the game. The new name will appear in the quick selection menus and emails to help you better manage your base.

The mouse over information on unbuilt objects now states any recent attempts to build an item and if those are still ongoing or if the colonist has given up and why. The base manifest has had another pass too with a new layout with more information and an easier to read format.

But that's not all. There are a lot of changes to the game.
  • Meteors can now break up and hit your outdoor equipment.
  • Fresh meteors produce more research data when sampled.
  • Colonists body bagging corpses now pick up food and building materials from the dead.
  • Colonist food preparation need increased when there is little food.
  • Colonists looking for somewhere to shiver (show hypothermia) will tend towards warmer places.
  • Colonists no longer wait for an escort if there is a turret within 30 metres of the destination.
  • Colonist choice of airlock when suiting up fixed on complex multi entrance bases.
  • Fix for colonists getting stuck in a panic cycle when patrolling towards creatures.
  • Change for colonist power generation needs balancing due to bug calculating current wattage.
  • Earthquakes now need to be a little stronger to hurt colonists.
  • Placement of objects that colonist need to get on and off now requires more space to stop players boxing colonists in accidentally.
  • Research generated from sleeping reduced.
  • Colonists will no longer come up with new research data if they already have 64mb of data on them.
  • Wait added to dog movement to make them more likely to follow move orders.
  • New research perk: HUMAN BODY LANGUAGE AI ANALYSIS. To allow utility bots to move faster down corridors.
  • Biosythesised Antibiotics research perk hooked up.
  • Ablative armour research fixed.
  • Creature lure research added for sight and scent lures.
  • Flywheels, turrets, wind turbines and solar stills, degrade slightly slower depending on conditions.
  • IMP first person labels updated.
  • IMP mineral drops now limited.
  • IMP method for finding storage space now requires a larger clear area.
  • IMPs no longer use incomplete body storage.
  • IMP first person now uses camera movement key bindings.
  • Minerals complaint email now takes into account contents of the hopper.
  • Minerals in hopper now tracked (Manifest screen now includes hopper Minerals.)
  • More information added to the colonist identity structure.
  • Power report emails now include a maximum theoretical output.
  • Wait between colonist popups choice increased.
  • Fix for missing electricity graph label on wall screens.
  • In game crew selection added.
  • More colonist misc inventory items.
  • Turret range increased up to 20m.
  • All first person text now has shadows for easier reading
  • Email for when megacephalalgia and other creatures destroy surface equipment.
  • Creature lure scent added for Megacephs.
  • Synapsid creature eating code clean up.
  • Synapsid creature now more susceptible to lures.
  • Fix for molerat contaminating livestock with millions of exterior plants.
  • Protobird will now ignore items that are on fire when invading your base.
  • Sounds for colonist pistol bullets hitting metal or meat added.
  • Rewrite of code dealing with reactions to invading creatures for more dramatic attacks.
  • Creature wander position generation bug fix.
  • Nitrate boost mode added to crop planters.
  • Portable solar array's now close when clicked.
  • Solar energy generation now more impacted by settled ground snow on panels.
  • Countdown for power and colonist report emails now written to and loaded from save file.
  • World generation cleaned up.
  • Chickens panic when near fire.
  • Chickens send a new transmission when dead.
  • Creatures placement changed to ensure better placement.
  • Plant sample container now requires a click to transmit collected data to the terminal computer.
  • Placement of various items tweaked on world generation.
  • Create colonist landing issue fixed with ignoring airlock pos.
  • Dining table now tracks how many meals have been eaten.
  • Message system brownout warning fixed.
  • Infotips cleaned up for many items.
  • Super capacitors, Fusion and Fission reactors now need associated research to build.
  • Fix for megacephs incorrectly performing actions when they had not reached their target.
  • Removed error from megaceph for distant attacks on wind turbines.
  • Circuit breaker room detection fixed.
  • UI focus fixed with several pop ups.
  • Fission reactor shutdown on low fuel and damage.
  • Fission reactor output reduced to that of a experimental system.
  • Fusion reactor interaction points moved out.
  • Subtle vector screen flickering effect added to UI borders.
  • Utility robot movement fixed so it's no longer backwards.
  • Power requirement for scanner added.
  • Agent path to targets optimised.
  • Corrections in warning emails.
  • Materials hopper resized.
  • Research tape pick up bug fixed.
  • Email for when the game can not find a lander location.
  • More famous (British) author names added to generation list (Kickstarter names coming soon!).
  • Fix for ascii rendering error on text glitch effect.
  • Fix for unbuildable aesthetic plant pots due to no propagator.
  • Lava code cleaned up and optimised for different system types.
  • IMP invisibility fix and NAN glitch.
  • Large sections of game and engine code cleaned, modernised and made more portable.
  • Save compatibility lock set to new 0.68 save implementation.
  • Load times have been greatly improved with several save optimisations.
  • Mission saving expanded.
  • Check to see if building facility is valid before making build order.
  • Async thread waits on load to ensure no data corruption.
  • Sound options menu added with slider interfaces.
  • Objective tracker no longer culls objectives that are waiting on a countdown timer to launch an event.
  • SN1572 mission start made easier.
  • Potential crash to AI player fixed.
  • Escape can now be pressed to go back from a menu.
  • Text input in the console and in game improved.
  • Escape can now quit out colonist selection screen.
  • So many spelling corrections.
  • Tutorial line switched from double click to middle click to prioritise builds.
  • Tutorial now ticks off keypresses and scrolling faster.
  • Change so game does not force a screen native resolution when saving a windowed screen state.
  • Fix for crash caused by pathfinding cache corruption.
  • Updated to a new Microsoft compiler to fix the random crash bug plaguing the game caused by their broken Async implementation.
  • SDL update to 2.0.8
  • [There were a few more but I'm going to max the character limit on this post!]
If you're playing the game for the first time I would suggest watching the 0.67 video guide, as it will help you pick up many of the things the tutorial has to skip in the name of brevity.

https://youtu.be/9zvcbDKnqsU

Remember you can read every single commit I make to the repo on https://dev.maiagame.com. If you are enjoying the huge amount of work going into the game, don't forget to update or leave a review and send me your feedback.
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About This Game

About This Game


Maia is a strange and hostile alien world, toxic to humans, yet lush with new life. Your mission is to colonise this poison eden, survive it's dangers and establish humanity's first foothold in the stars. Created by independent developer Simon Roth, Maia is a space colony simulation game about surviving and thriving on another world.

Build your Base


Burrow into Maia's mineral rich crust to build and manage a complex base that fulfills your colonist's needs. They'll need somewhere to sleep, somewhere to build and a steady supply of food, water and energy.

An Enormous Procedurally-Generated World


Twelve light years from earth, the planet Maia circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares, super storms, and meteor blasts and its unstable crust is constantly shifted by catastrophic earthquakes. Nevertheless, it is theoretically habitable. Explore Maia through a series of vast procedurally generated and fully simulated mission areas, each one several kilometres in size.

Challenge Yourself


In addition to the sandbox mode players can take on four specific missions, with more to come in updates. Deal with an influx of refugees from a stricken space station in Cassiopeia, survive the perpetual night of arctic winter in The Twilight Zone, study Maia's local ecosystem in SN1572 and begin to terraform the planet in the shadow of an active volcano in Stratospheric Sulphates.

Research and Learn from the Planet to Survive


Maia is a hard science fiction game based on real or extrapolated technology. Some of the colonist's tools have been brought with them, but others must be fabricated from what they can find. Once your base is up and running colonists can begin to study the native environment researching new ways to use the flora and fauna of Maia to their advantage.

Dangerous Atmosphere


Maia's atmosphere is toxic to humans, so to keep safe you'll need carefully manage the atmosphere around your base with well placed airlocks, atmosphere generators, heaters and air vents. Air flow and heat circulation are realistically simulated, emulating the deadly challenge of surviving on an alien world.

Advanced Colonists AI


In Maia you don't have direct control of your colonists, they operate on their own initiative, fulfilling their wants and needs. You'll need to take care of both their bodies and minds if you want any of them to survive. They are deeply simulated from their mental states, metabolisms, diseases, down to the sweat evaporating from their skin. They can learn new skills, form bonds and relationships, suggest changes to your base and even write poetry and music.

An Army of Robots


Colonising an alien world isn't something humanity can do alone, instead they've created robotic helpers to do the jobs they don't want to. The I.M.P. robot digs through Maia's crust and collects useful minerals, while the Utility Repair Robot takes care of all that routine maintenance humans can't be bothered with.

First Person Mode


Experience Maia through the eyes of your pet robots. Assume direct control and explore your base in first person, directly interacting with it by performing your robotic tasks. Become part of the world you've built.

Genetically Engineered Super Chickens


To survive, your colonists will need to create and manage new sources of food. Build hydroponics, raise livestock and eventually capture and domesticate the alien fauna. Unfortunately most of it tastes terrible.

Custom Engine


Maia runs on a custom game engine written exclusively for the game. This allows the game to use very little processing power to run its deep simulation across the many cores of modern CPUS.

Immersive Soundtrack

Maia's ambient soundtrack was recorded from real antique synthesisers onto tape giving it a rich and authentic science fiction feeling.

The Inspiration

Maia was inspired by games such as Dungeon Keeper, Theme Hospital and The Sims. It mixes strategy, management and construction with dark gallows humour about the many dangers of an alien world. Maia also draws from the retro future style of 1970s sci-fi.

To Come

  • A full story driven campaign, several hours long.
  • More rooms, and new base management systems.
  • Multiple bases.
  • Somewhat sassy computers.

Get Involved


One of the great things about early access is being able to have players follow along with the game’s creation. This immediate feedback is extremely valuable to the games development. You can see our updates and give us feedback on the game via Twitter or our Development Blog. If you need some help with getting started in the game, you can check out our guides, head over to the official wiki or sign up to the forum.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Intel Core i3-3250 or AMD 6350
    • Memory: 2 GB RAM
    • Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel i5-3570K or AMD FX 8350
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Storage: 2 GB available space
    Minimum:
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 2 GB RAM
    • Graphics: Radeon HD 6750M
    • Storage: 4 GB available space
    Recommended:
    • OS: Mavericks
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: NVidia 650M
    • Storage: 4 GB available space
    Minimum:
    • OS: 64 bit
    • Processor: Intel Core i3-3250 or AMD 6350
    • Memory: 2 GB RAM
    • Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
    • Storage: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.
    Recommended:
    • OS: 64 bit
    • Processor: Intel i5-3570K or AMD FX 8350
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
    • Storage: 4 GB available space
    • Additional Notes: OpenGL 3.2 support is required.

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