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Update 0.51: State of the Art
Good news 64bit users! There’s been a change in how the game uses hardware. Maia now has both 32bit and 64bit versions, Steam will detect players hardware which means those using 64bit can get improved performance. Don’t worry, we’re still supporting and testing on 32bit and will be for the foreseeable future.
In addition to the existing sandbox, Maia now has 3 standalone scenario missions with directed gameplay. Fleshing out Maia's hard science fiction narrative and lore, players now have several hours worth of missions with many more hours to be added in the upcoming months. The current missions included in update 0.51:
An orbital habitation module has taken a direct hit from a cloud of micrometeroids. Build a sustainable colony to house the influx of survivors.
Survive the arctic winter’s polar twilight in this remote research station. Battle with the cold and darkness to keep your colonists sane and alive
Study the complex local ecosystem of a rapidly encroaching equatorial jungle.
Along with the addition of Avian Feeders, Uberhuhns are now a lot more intelligent. Now with their own wants and needs, chickens will feed, socialise and lay Microuberhuhns to repopulate. Slight changes have also been made to how colonists choose which chickens to eat. The avian feeders slowly supply food to the chickens as well was attracting them to certain parts of your livestock containment room with warm lighting.
Aid your colonists expeditions across Maia’s surface with refill points. Colonists can replenish their vital needs at these stations so they can travel further out into the unknown landscape.
Solar events can cause your equipment to not work as intended. Players will now receive warning emails to alert them when a solar event is occuring.
Death, failure and mission emails now pop up as soon as you receive them to ensure players don’t miss important gameplay points.
To simplify item creation, when the player right clicks in object building mode it will revert the mode to selection mode. Right clicking will also delete blueprints or set build objects for destruction. Left clicking on a blueprint in selection mode will “grab” the blueprint reattaching it to the cursor and put the player back in to object build mode. When placing objects, some items information will now show power requirements as well as current grid demand. Info tips have now been fixed for many items including fossils, bulkhead doors, beds and plant pots.
More colonists animations to show emotional states and needs! Hungry Colonists will now grasp their stomachs to let the player know they are hungry.
The order in which colonists will want to build atmosphere generators and doors has been changed to work smoother in emergencies, such as atmosphere loss. Research has also been broken up into over a dozen separate needs to allow the colonists to better prioritise data entry, collection and computation in the four research areas.
The robots will now delegate tasks if they come across other robots. Lights have also been added to help you find them in the dark.
We are now building and testing our OSX version of the game against El Capitan. We recommend Mac users make the free update to El Capitan for an optimum experience.
https://www.youtube.com/watch?v=jsxfUqWWLv0 We hope you enjoyed Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.
[ 2015-10-22 14:30:26 CET ] [ Original post ]
Maia 0.51 is live! Here's Simon playing the latest build: https://www.youtube.com/watch?v=4Zyq6S-uXGQ
64 BIT OPTIMISATION FOR WINDOWS
Good news 64bit users! There’s been a change in how the game uses hardware. Maia now has both 32bit and 64bit versions, Steam will detect players hardware which means those using 64bit can get improved performance. Don’t worry, we’re still supporting and testing on 32bit and will be for the foreseeable future.
NEW SCENARIO MISSIONS!
In addition to the existing sandbox, Maia now has 3 standalone scenario missions with directed gameplay. Fleshing out Maia's hard science fiction narrative and lore, players now have several hours worth of missions with many more hours to be added in the upcoming months. The current missions included in update 0.51:
CASSIOPEIA
An orbital habitation module has taken a direct hit from a cloud of micrometeroids. Build a sustainable colony to house the influx of survivors.
THE TWILIGHT ZONE
Survive the arctic winter’s polar twilight in this remote research station. Battle with the cold and darkness to keep your colonists sane and alive
SN1572
Study the complex local ecosystem of a rapidly encroaching equatorial jungle.
IMPROVED CHICKENS
Along with the addition of Avian Feeders, Uberhuhns are now a lot more intelligent. Now with their own wants and needs, chickens will feed, socialise and lay Microuberhuhns to repopulate. Slight changes have also been made to how colonists choose which chickens to eat. The avian feeders slowly supply food to the chickens as well was attracting them to certain parts of your livestock containment room with warm lighting.
SUIT REFILL POINTS
Aid your colonists expeditions across Maia’s surface with refill points. Colonists can replenish their vital needs at these stations so they can travel further out into the unknown landscape.
SOLAR EVENTS
Solar events can cause your equipment to not work as intended. Players will now receive warning emails to alert them when a solar event is occuring.
EMAILS
Death, failure and mission emails now pop up as soon as you receive them to ensure players don’t miss important gameplay points.
UI CHANGES TO PLACING BLUEPRINTS
To simplify item creation, when the player right clicks in object building mode it will revert the mode to selection mode. Right clicking will also delete blueprints or set build objects for destruction. Left clicking on a blueprint in selection mode will “grab” the blueprint reattaching it to the cursor and put the player back in to object build mode. When placing objects, some items information will now show power requirements as well as current grid demand. Info tips have now been fixed for many items including fossils, bulkhead doors, beds and plant pots.
COLONIST ANIMATION
More colonists animations to show emotional states and needs! Hungry Colonists will now grasp their stomachs to let the player know they are hungry.
BALANCED PRIORITIES
The order in which colonists will want to build atmosphere generators and doors has been changed to work smoother in emergencies, such as atmosphere loss. Research has also been broken up into over a dozen separate needs to allow the colonists to better prioritise data entry, collection and computation in the four research areas.
UTILITY ROBOTS
The robots will now delegate tasks if they come across other robots. Lights have also been added to help you find them in the dark.
SUPPORT FOR EL CAPITAN
We are now building and testing our OSX version of the game against El Capitan. We recommend Mac users make the free update to El Capitan for an optimum experience.
OTHER CHANGES:
- Fix for missing research.
- Back buttons now go to menus a level above instead of the top level menu.
- New technology research perks added.
- All found start up and crash bugs fixed.
- Blocked interaction points will no longer be advertised to the AI. (Less getting stuck in walls)
- Small optimisations on world data, loading time.
- Optimisation of pathfinding to save memory.
- 64 and 32 bit save interopability.
- Tree research bugs fixed.
- IV drip now provides food and water to colonists.
- VO bug fixed. When stating the atmosphere is low, it’s now a lot more likely to say the room name rather than just “base”.
- Seems the colonists if you worked them hard enough would get incredibly hot. They’d then start sweating so hard that they’d get drenched and rapidly cool to a dangerously low temperature. Their bodies would then burn all their energy reserves thermoregulating back up to a better temperature. They’d then starve to death. This is now fixed.
- CPU optimisation for the colonists.
- Building materials/minerals pick up bug fixed.
- Fix to speed up AA a bit.
- Code cleanup reducing memory footprint.
- Cache optimisations.
- Texture loading fixed.
- Bugs removed from the email system.
- Important emails now pop up.
- Mission success and failure in sandbox.
- Wind variation reduced and balanced.
- Power usage and balancing tweaks.
- Bugs due to new missions fixed.
Update trailer:
https://www.youtube.com/watch?v=jsxfUqWWLv0 We hope you enjoyed Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.
[ 2015-10-22 14:30:26 CET ] [ Original post ]
Maia
Simon Roth
Developer
Machine Studios
Publisher
2018-11-23
Release
Game News Posts:
43
🎹🖱️Keyboard + Mouse
Mostly Negative
(822 reviews)
The Game includes VR Support
Public Linux Depots:
- Maia Linux [1.72 G]
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 3452C[Maia] circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares and meteor blasts and its unstable crust is constantly shifted by earthquakes. Nevertheless, it is theoretically habitable. Explore Maia through a series of vast procedurally generated mission areas, each one up to 2km by 2km 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.
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, thus the people of Earth designed the genetically engineered super chicken, the Uberhuhn. With enough time and diligent research you can even begin to collect and herd the native wildlife of Maia. Unfortunately most of it tastes terrible.
Custom Engine
Maia runs on a custom game engine made by independant developer Simon Roth. It is used exclusively in Maia and is purpose built specifically to support this game.
Immersive Soundtrack
Maia's immersive sci-fi soundtrack adapts and responds to in game events, ensuring it always reflects the mood of the game.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.
- More indigenous life forms and a functioning food chain.
- Somewhat sassy computers.
- Realistic water and lava simulation.
- Cats with bee suits.
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.
MINIMAL SETUP
- OS: 64 bit
- Processor: Intel Core i3-10100 or AMD Ryzen 3 3100Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia 280 or ATI 5770 - or equivalent with 1GB VRAM
- Storage: 4 GB available spaceAdditional Notes: OpenGL 3.2 support is required.
- OS: 64 bit
- Processor: Intel i5-3570K or AMD Ryzen 3600Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GTX 470 or ATI 5870 - or equivalent with 2GB VRAM
- Storage: 4 GB available spaceAdditional Notes: OpenGL 3.2 support is required.
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