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Update 0.55: Pressure Drop
Quick to build, these additional new solar panels will provide less energy but are more convenient for a starting base. The existing solar arrays now require a full workshop to build and provide a higher output.
Flares will appear in the area a capsule will land. This helps the new colonists navigate their way to Maia and lets the player know that something will happen in that spot soon. Colonists will also be able to place them to distract animals.
New aesthetic items have been added. Cypress and Dracaena plants can be placed to make the base feel a lot more like home.
Players can now save their game to several slots along with the existing f5 quicksave. Allowing for you to have multiple bases on the go with zero hassle. Save and load buttons have also been placed on the pause menu and an option has been added for those wanting to quickly abort their missions and return to the main menu.
By going into the settings, players can create different key bindings which allow players to customise the controls to their liking and also enables people using alternate keyboard layouts, such as AZERTY, to play. The bindings are saved in human readable xml so can be modified by third party programs and shared between machines.
When placing a blueprint of an object it may turn amber, to indicate a sub-optimal placement. This might make it more difficult to build or might indicate that the objects function will be impaired. Colonists are now better at considering whether a complex chain of actions can be fully completed, leading to less time wasted by the colonists on jobs they give up on half way through. Players are now also able to place priority orders for their colonists. Do this by double clicking a blueprint you have placed. These orders with be prioritised over most tasks, but will upset colonists by going against their own judgement and freewill.
Players may also notice that when placing a room the blueprint appears as a grid, this visual improvement makes it easier to understand how objects are placed.
There has been various updates to the creatures on Maia including improvements to animation and AI. Also, some creatures are now able to breed.
The Voxnocturnus that travels Maia’s plains at night will now find and create burrows to sleep in during the day.
The unknown proto birds food sources have changed. This will encourage when to invade bases more and to eat other dead creatures.
Megacephalalgia will now have migration patterns which means new packs will appear on the map. They also have new reactions to each other and idle actions.
The emails have been updated to relate to colonist skills. Your inhabitants will complain for even more reasons such as lack of robots, need for equipment and give unsolicited feedback on the base you have created. The emails will have a lot more personality so you can get to know your doomed colonists. In addition to this, the announcer will now alert you on even more issues and events.
Overall the researching in Maia is more balanced, new perks will be unlocked at different times dependent on what kind of research is being collected. Several interesting new research perks have been added to the game that provide the player with more options and choices on how to run their base. Colonists will discover new ways to create stable energy, how to capture animals and treat infections faster. Research advancements in computer technology and social compliance are also possible. The full list of research perks can be found at http://maiawiki.com/Research Also, probes can be found outside on the planet's surface. These can be selected and used to gain research. The research perks are also now tiered so players will not be able to unlock certain research perks until they have done the related one before.
[ 2016-04-20 15:32:01 CET ] [ Original post ]
This latest update introduces changes to saving, the settings menu, new items, new research perks, vast improvements to the object and room placement system as well as complex creature and ecosystem simulation changes. Here's Simon's video of the latest build: https://youtu.be/MF4tRY-Av88
New Objects and Equipment
Portable Solar Panels
Quick to build, these additional new solar panels will provide less energy but are more convenient for a starting base. The existing solar arrays now require a full workshop to build and provide a higher output.
Flares
Flares will appear in the area a capsule will land. This helps the new colonists navigate their way to Maia and lets the player know that something will happen in that spot soon. Colonists will also be able to place them to distract animals.
New Decorative Items
New aesthetic items have been added. Cypress and Dracaena plants can be placed to make the base feel a lot more like home.
Multiple Save Files and Options
Players can now save their game to several slots along with the existing f5 quicksave. Allowing for you to have multiple bases on the go with zero hassle. Save and load buttons have also been placed on the pause menu and an option has been added for those wanting to quickly abort their missions and return to the main menu.
By going into the settings, players can create different key bindings which allow players to customise the controls to their liking and also enables people using alternate keyboard layouts, such as AZERTY, to play. The bindings are saved in human readable xml so can be modified by third party programs and shared between machines.
Improvements to Object Placement
When placing a blueprint of an object it may turn amber, to indicate a sub-optimal placement. This might make it more difficult to build or might indicate that the objects function will be impaired. Colonists are now better at considering whether a complex chain of actions can be fully completed, leading to less time wasted by the colonists on jobs they give up on half way through. Players are now also able to place priority orders for their colonists. Do this by double clicking a blueprint you have placed. These orders with be prioritised over most tasks, but will upset colonists by going against their own judgement and freewill.
Players may also notice that when placing a room the blueprint appears as a grid, this visual improvement makes it easier to understand how objects are placed.
Creature Updates
There has been various updates to the creatures on Maia including improvements to animation and AI. Also, some creatures are now able to breed.
Voxnocturnus
The Voxnocturnus that travels Maia’s plains at night will now find and create burrows to sleep in during the day.
Proto Birds
The unknown proto birds food sources have changed. This will encourage when to invade bases more and to eat other dead creatures.
Megacephalalgia
Megacephalalgia will now have migration patterns which means new packs will appear on the map. They also have new reactions to each other and idle actions.
Emails and Announcements!
The emails have been updated to relate to colonist skills. Your inhabitants will complain for even more reasons such as lack of robots, need for equipment and give unsolicited feedback on the base you have created. The emails will have a lot more personality so you can get to know your doomed colonists. In addition to this, the announcer will now alert you on even more issues and events.
Research Changes
Overall the researching in Maia is more balanced, new perks will be unlocked at different times dependent on what kind of research is being collected. Several interesting new research perks have been added to the game that provide the player with more options and choices on how to run their base. Colonists will discover new ways to create stable energy, how to capture animals and treat infections faster. Research advancements in computer technology and social compliance are also possible. The full list of research perks can be found at http://maiawiki.com/Research Also, probes can be found outside on the planet's surface. These can be selected and used to gain research. The research perks are also now tiered so players will not be able to unlock certain research perks until they have done the related one before.
Other Changes
- When walking or running or waiting with no idle animation, colonists turn their heads to look at what is interesting them.
- Outdoor wind directions on smoke and other effects balanced and corrected.
- Drift added to many effects such as snow, dust, ash and embers to cause the particles to float about naturally.
- Bum scooting animations for megacephalalgias are now more satisfying.
- Better hypothermia emails.
- Repair bot works faster, smarter.
- Trees grow in group to create forests.
- Plants grow more naturally, maxing out at over fifty thousand individual entities.
- IMP can now destroy plants in first person mode.
- Less poetry emails.
- UI sounds added for several interactions.
- Sound balancing on many items.
- Necropsy table visibility fixed.
- Meteorites are now easier to select.
- Build priorities and needs tweaked.
- Fix for ambient occlusion pass not being used.
- Colour bleeding added to the SSAO effect and increased.
- The Bloom system reduced in scale to save memory.
- Lights are now individually scaled for different rooms.
- Internal reflection threshold increased. To give more interesting lens flares.
- Graphics update and optimisations.
- SSAO is now working with AA and without it
- Spinning turret bug fixed
- Fix for corrupted files.
- Typos fixed in several descriptions. New descriptions added.
- Colonist's now think about base design
- Colonists now think about alarms
- Keybinding saved to XML
- More consistent code for warnings and problem status on all sub objects.
- Tree sample priority has been raised.
- Workshop table no longer missing on Linux builds.
- Save file changes
- Room updating optimised
- Several loading issues fixed
- Various code cleanups
- Particle FX now on less threads, and updated more optimally.
- Linux graphics fixes for Intel and ATI machines. Game now build against up to date libraries and tested on Ubuntu 16.04
- Cave-ins will now spawn at the centre of the screen when using debug cavein command.
[ 2016-04-20 15:32:01 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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