A sci-fi base building survival game, featuring base defense, resource management, human needs, exploration aspects, agriculture, raids and intelligent AI.
All Reviews:
Mostly Positive (24) - 75% of the 24 user reviews for this game are positive.
Release Date:
May 30, 2019
Developer:
Publisher:

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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?

“To gather feedback from players and act upon it. This is an ongoing project, so if you want to jump in while it's ongoing, please feel free to do so! Most people who own the game already have influenced the path it's taken greatly.”

Approximately how long will this game be in Early Access?

“After the first alpha is released, it might take a few years to finish implementing all packages as well as polishing the game.”

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

“Gaia will receive new features as it's developed. In addition to polishing, balancing and making the game faster, these are some of major content features currently in the works for the final version:

° Different biomes and seasonal changes.
° More flavor to existing features, such as more spaceships, more pirates, more monsters, more items and more buildings
° Vehicles
° Followers
° Caves
° Equipment
° Marine life
And so much more! Check out the packages on the official website or the Community Hub for all this stuff.

There are plenty of ideas floating around on which the community will have a say in. During Early Access, we'll be holding votes on which 'packages' you guys want to come out first. You'll also be able to greatly influence HOW these packages will be implemented. For example, a package would be the Vehicles package. The features outlined above will be introduced while the game is in EA. Every new alpha will represent a package.”

What is the current state of the Early Access version?

“You can expect everything listed in the 'About this' section to work, however most models have placeholders. By placeholders, we mean models and animations that you can find online and download for a price or for free. Most indie Early Access games start out like this so hopefully Gaia will reach a point where it can get its own custom made models!

Other features listed below in the description are working but they may contain visual bugs. The game is also currently not very well balanced, especially late game, so please don't be surprised if something seems too easy or too hard. All feedback is greatly appreciated! With your help, the game can only improve. So for more information of what the game currently contains, please refer to the 'about this game' section.”

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

“During Early Access, the price might change depending on user feedback. After the Early Access period is over, the price might go up to account for the new content and features being introduced. Please note that packages, which some might think they are DLCs, won't cost a dime during Early Access. There are currently no plans for DLCs either, but they might come in the future and if they do, they won't impact gameplay. They'll be for purely visual purposes.”

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

“Anyone can post any ideas or suggestions either in the Community Hub or on the official Gaia forums. There is already a small community of people contributing to the game by testing, providing feedback and ideas on the Gaia forums so if you want to join, please don't be shy! Let us know whatever is wrong with the current version you're playing, what you would like to see, what you would modify. The creators of the game often don't see the game the same way players do, so any feedback is very much appreciated. We want to provide the best experience ever. If you're interested in what you read on this page or the trailer, please let us know by dropping a comment!

Since the workshop is now supported, players can create their own Gaia mods.”
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Recent updates View all (26)

June 16

Alpha-3.1.1 now live!

Hey guys! Alpha 3 brings character customization, now live on the default branch. There is now a button where you can choose and customize various aspects of your character, such as gender, hair, ears, nose, lips and facial expression among other things. If you choose not to customize your character, the game will start with good ol' Amanda.

This patch doesn't affect anything gameplay wise, it's mostly a cosmetic patch. I would normally leave cosmetic stuff towards much later alphas, but many people requested the ability to play as a male. So instead of just shoving in a male model temporarily until I have time to implement the character package, I decided to implement it now.

Patch notes:

* Character customization
- 9 different hair styles
- Hair color
- Skin color
- 17 facial expression morphs
- 4 body morphs
- 4 brows morphs
- 10 ear morphs
- 11 nose morphs
- 12 mouth morphs
- 12 special morphs. Special morphs are predefined combinations of many other individual morphs to give a distinct look to your character, such as a bat face or a vampire face.

There are literally hundreds more morphs you COULD customize the character with, so if the game ever becomes popular enough to be modded, modders would only have to add those options to the UI screen and it should mostly work. I say mostly because some morphs can affect the height of the character, which does cause some issues with the current implementation of other mechanics. But other morphs that should work out of the box when modded in include individual muscle morphs, chest area morphs, eyes morphs, feet morph and more. For a vanilla version, the current options are enough I think.

* Italian translation! Big thanks to Argonauth

* Fixed some bugs

* Fixed some texts not being localized

Hope you guys will like it! Next Alpha will be all about new vehicles and laying down some groundwork for new weapon systems!
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June 14

Dev blog #1

Hey guys, thought I would create a dev blog so everyone who's interested in how the game progresses behind the scenes can stay updated! I think I'll be posting one every week or 2 weeks, depending on the amount of stuff I get done.

For our first dev blog, we'll be talking a bit about vehicles. One of the big problems in Gaia right now is the huge 8 by 8km maps offer no ways of getting from point A to point B in a timely manner. In the current version, all you can do is walk/run or fly with the late game hermes set, which is barely any faster than running. So you can potentially spend a ton of time just waltzin around searching for resources.

A temporary solution to this problem has been to concentrate almost all resources close to the player spawn. All ores are nearby when you spawn and gold and diamond are at 500m+ and 800m+ from the spawn point respectively. Flora is a bit all over the place, except for globosa, gel pouches and spiky fruits. You could be spawning kilometers away from any one of those 3 and you'd have a hard time finding them, especially as a new player.

There are 70-80 rock formations spawned on the map, but a normal survivalist player won't need more than 10 to finish a game. Out of those 10, some of them can be more than 1 kilometer away while every other formation is surely much farther than that. Players who like to play for the sake of building without leaving the planet have to travel a tremendous amount to get resources late game.

Alright, so what can we conclude? We have a problem of logistics here. We need to speed up getting from point A to point B both in early and late game. Ideally, the solution would scale up. So early game you wouldn't be able to just discover the whole map with a basic vehicle.

I've thought about what kind of (ground) vehicles would best fit Gaia and I think the best we could have is a Rover and a Mech.

The rover would be an early game vehicle that you could build after you decrypt a blueprint or 2. You would also be able to build one or more containers inside it so you can have more mobile inventory with you. Theoretically, we could even have turrets that we can attach to it. But the rover will be strictly a civilian vehicle, with 0 offensive capabilities, except for running over some AI at a cost. Here's how the model of our rover is going to look like:

Exterior:



Interior:



Since our game is both first person and third person, it is important to be able to climb inside any vehicle and have some kind of pilot seat. Fortunately, both the rover and vehicle have that.


The mech on the other hand would be a more complicated system. Let me begin by showing a picture of what's in the works right now:


Note: The colors are all over the place I know, I'm testing out a few options to see what would be best!

The mech will be extremely customizable as opposed to the rover. As you can see on the left side, each Mech can have light, med or heavy legs or top plus a different assortment of weapons. These include a shotgun, flamethrower and miniguns. You can see a fully assembled mech on the right side as well as the different parts nearby. Of course, you'd also be able to attach a backpack on it for extra inventory.

Each version of the mech (light, med or heavy) will have different stats of course, but they will all be slower than the rover. The purpose of the Mech is to go out there as a tank and destroy everything that opposes you. It could even be used while defending the base.

The Mech comes with extra gadgets, such as metal and energy shields, chainsaws and more. However, using these gadgets would require a form of melee combat system for the player and this is outside the scope of this package. There's already a ton of work to be done for Alpha 4 anyway, such as all these different types of weapons that require new systems. But when we're done with this alpha, we'll have the groundwork done for laser and flamethrowers done making it easier when the time comes to introduce turrets or player weapons that have these characteristics.

How about flying vehicles or water based vehicles? Water vehicles will be implemented with the water package. Flying player controlled vehicles... I'm not sure that's ever going to happen. We're going to have to see how the game progresses.

Anyway, the plan is to make the rover work by the end of next week. The mech will probably take a bit longer. I expect Alpha 4.0 to come out about a month from now.

There's more I have to say but it will have to wait for the next dev blog. As always, happy gaming!

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About This Game



You play as Amanda, a treasure hunter on a quest for finding the original planet from which humans evolved. It is said to host incredible ancient technology, one which can bend time itself. However, as her ship approached this particular planet at the edge of the galaxy, something went bad with its engine, which caused a chain reaction of explosions from which only Amanda survived as she crashed on the planet. From this point, you will decide how the story continues and ends.

A more detailed look at the alpha version of the game:
° Three different AI storytellers: Cora Core, Tranquillio Pax and RNGesus Silvius. Each provide different types of game play experience, from a nice curve of rising difficulty, to a chill sandbox experience, to something not even RNGesus can predict.
° Harvest several types of minerals and alien flora.
° Build modular buildings such as assemblers, floors, walls and so on, to construct a base.
° Craft items, blueprints and ammo.
° Manage your needs, such as hunger, thirst, rest and leisure.
° Survive raids made of space pirates or wildlife.
° Current events:
- Raids: Air or ground, by the local wildlife or space mercs. These space mercs can come in spaceships to rain down fire on your base, or drop down directly on the planet and get personal.
- Nox event: Poisonous meteorite explodes in the atmosphere, enveloping the atmosphere in poison and slowly killing all that breathes.
- Solar flare: Causes fire tornadoes that can in turn cause fire that spreads on almost anything, including animals who in turn spread the fire themselves if they catch it.
- Meteor shower: Mostly visual, but also provides a nice boost to your well being while it's active.
- Trade ships: Trade with the different factions.
° Day and night cycle with amazing (summer only for now) weather and cloud system. This is not just a visual only thing; it does affect gameplay. A rainy weather will put out fire while at night your solar panels won't work. Wind influences the efficiency of your turbines.
° Play and explore a different map every time you want to start a new game. Yes, almost everything is procedural.
° Grow your own food.
° Manage your electrical system to make sure all buildings have enough energy to work.
° Gaia contains intelligent AI, such as coward AI (for example, deer) that runs away from you if you come too close, passive AI like most other wildlife, aggressive AI like most monsters and all space pirates, or territorial AI like wolves and sand scorpions.



Gaia is designed to invoke feelings of adventure, survival and triumph. Inspired from games such as Rimworld, tower defense games, RPG games and even Paradox games, Gaia has a bit of everything. From the sandbox experience of Minecraft, the wave survival of tower defense games, to the beautiful graphics of RPGs like Skyrim and Subnautica,, the game will provide a unique gameplay experience.

Amanda has her own needs that affect gameplay, such as hunger and thirst. Make sure you eat prepared food, drink water, rest from time to time, relax by watching the sunset, going to the bathroom when needed and washing your hands. Failure to do so will cause problems, such as decreasing your max health, running speed or mental health, which itself can cause some pretty serious issues.

The map is generated every time you want to start a new game, which means you'll get a new gameplay experience every single time. Your starting location affects your playing experience, as you may start off on a beach near the ocean or somewhere inland in a dense or sparse forest. Each map comes with its own challenges and advantages and it's up to you to adapt to the situation. Only the topography is static, i.e. the ground.

Gaia has a complex weather system, containing a day night cycle and a date system, wind, rain and temperature. These factors affect Amanda as well as how some of your buildings work, like turbines. Make sure you take into account all of this when deciding what to build or what to do at any given time during the day.

Grow your own food and cook complex recipes, some which may require alien flora or alien meat. Every vegetable you grow has its own advantages or disadvantages, such as nutrition, time of growth and amount of harvest. Choose between corn, chili, carrots, onions, cabbage or even leeks.

The goal with Gaia is to provide an experience that is as realistic as it can be. In its current state, Early Access, the game can go in many different ways. You, the reader, can get involved with the community and have a say in which direction the game goes. What should be prioritized? What would you like to see in a game like this? Do you want to be a tester or to showcase the game in a youtube video? There is a website and a forum where you can get involved and contribute to the path Gaia is taking. You can also post suggestions or ideas! Please visit our forum by clicking 'Visit the website' in the panel on the right or post your ideas in the Community Hub to check out the 'Packages' list!

System Requirements

    Minimum:
    • OS: Windows 7/8/10 64bit
    • Processor: Core 2 Duo
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 960 2GB Vram
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: 1080p monitors work best.
    Recommended:
    • OS: Windows 7/8/10 64bit
    • Processor: Core 2 Quad
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 1070 4GB Vram
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: 1080p monitors work best.

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