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Update 0.57 - Theme: Hospital
Colonists can now get a exciting variety of diseases, mental illnesses and conditions!
Colonists develop medical issues from hundreds of factors in the simulation. They may show their illness through action or cryptically through an email. In order to properly diagnose them however, a medical scanner or a skilled doctor is required.
Once a colonist is diagnosed they will require treatment. The diagnosed colonist can receive prescribed medicine from the new dispenser unit and rest and recuperate on a 'meat trolley' until fully healed. Researching the local ecology can provide new technologies and medicines to speed up treatments.
Compound Fractures Colonists caught in earthquakes, cave ins and explosions may develop fractured limbs, which cause them to walk with a limp until cured. This puts a serious crimp on the colony’s interpretative dance sessions. Depression High amounts of stress and poor social activity can lead to colonists becoming depressed and lacking in energy. Antidepressants and a change in environment can help perk them up. High Blood Pressure High stress and frustration can lead to blood pressure issues. This is best treated with ACE inhibitors, soothing lighting and avoiding any discussion of the current political situation. Vitamin Deficiency If your colonists diet is not well balanced they can develop fatigue, dizziness and tingling in the hands and feet. Perhaps consider growing something other than just potatoes. Muscle Fatigue Although character building, too much hard manual labour can lead to colonists developing muscle fatigue, hampering their ability to help around the base. Building repair robots can help alleviate the strain on these fragile fleshy meatbags. Gastric Distress Eating raw food can cause severe gastric distress. This can cause serious fatigue and dehydration issues for your colonists. Watch out for them using the bathroom too much, they probably need treatment. You would too if you ate a whole chicken raw. Renal Failure One of two conditions that can potentially outright kill your colonists, Renal Failure is caused by a contaminated water supply or sustained untreated Vitamin Deficiency. None of Maia’s colonists are registered organ donors, so this is best treated early. Irradiation The other deadly condition, poor reactor maintenance or getting caught in cosmic rays can prove fatal to colonists. There is no chance of irradiated colonists developing superpowers, please stop trying to make this happen.
Several colonists have complained about having to keep bodybags next to their rations in the storage room. The body storage unit holds onto the corpses a little more hygienically and without harming the sanity of your team.
Colonists now gather around objects that produce heat to try and warm themselves up and stave off hypothermia.
This new system gradually generates a store of oxygen and nitrogen. In the event of a sudden loss of atmosphere the mixture can be immediately released, providing a short burst of breathable air and offering colonists time for an orderly evacuation or a short retrospective on the life choices that lead them to this moment.
Colonists now voice their opinion on your food supplies, with a wide range of emails ranging from “yum, enough for seconds” to “oh god we’re going to die”. Colonists with skills relating to food production can give better estimates.
Change log:
[ 2016-07-12 14:28:59 CET ] [ Original post ]
This large update heightens the detail and complexity of the game's human body simulation with a series of conditions and diseases, which must be diagnosed and treated. It also features a new emergency air system, body storage unit, dozens of fixes and much more... Here's Simon playing the latest build: https://youtu.be/12V4me3FVUo
Medical Update
Colonists can now get a exciting variety of diseases, mental illnesses and conditions!
Colonists develop medical issues from hundreds of factors in the simulation. They may show their illness through action or cryptically through an email. In order to properly diagnose them however, a medical scanner or a skilled doctor is required.
Once a colonist is diagnosed they will require treatment. The diagnosed colonist can receive prescribed medicine from the new dispenser unit and rest and recuperate on a 'meat trolley' until fully healed. Researching the local ecology can provide new technologies and medicines to speed up treatments.
Possible Health Issues
Compound Fractures Colonists caught in earthquakes, cave ins and explosions may develop fractured limbs, which cause them to walk with a limp until cured. This puts a serious crimp on the colony’s interpretative dance sessions. Depression High amounts of stress and poor social activity can lead to colonists becoming depressed and lacking in energy. Antidepressants and a change in environment can help perk them up. High Blood Pressure High stress and frustration can lead to blood pressure issues. This is best treated with ACE inhibitors, soothing lighting and avoiding any discussion of the current political situation. Vitamin Deficiency If your colonists diet is not well balanced they can develop fatigue, dizziness and tingling in the hands and feet. Perhaps consider growing something other than just potatoes. Muscle Fatigue Although character building, too much hard manual labour can lead to colonists developing muscle fatigue, hampering their ability to help around the base. Building repair robots can help alleviate the strain on these fragile fleshy meatbags. Gastric Distress Eating raw food can cause severe gastric distress. This can cause serious fatigue and dehydration issues for your colonists. Watch out for them using the bathroom too much, they probably need treatment. You would too if you ate a whole chicken raw. Renal Failure One of two conditions that can potentially outright kill your colonists, Renal Failure is caused by a contaminated water supply or sustained untreated Vitamin Deficiency. None of Maia’s colonists are registered organ donors, so this is best treated early. Irradiation The other deadly condition, poor reactor maintenance or getting caught in cosmic rays can prove fatal to colonists. There is no chance of irradiated colonists developing superpowers, please stop trying to make this happen.
Body Storage Unit
Several colonists have complained about having to keep bodybags next to their rations in the storage room. The body storage unit holds onto the corpses a little more hygienically and without harming the sanity of your team.
Colonists Keep Warm
Colonists now gather around objects that produce heat to try and warm themselves up and stave off hypothermia.
Emergency Air System
This new system gradually generates a store of oxygen and nitrogen. In the event of a sudden loss of atmosphere the mixture can be immediately released, providing a short burst of breathable air and offering colonists time for an orderly evacuation or a short retrospective on the life choices that lead them to this moment.
Colonists Emails
Colonists now voice their opinion on your food supplies, with a wide range of emails ranging from “yum, enough for seconds” to “oh god we’re going to die”. Colonists with skills relating to food production can give better estimates.
Change log:
- Colonists can now get off the bed on the opposite side to how they got on.
- The colony manifest has been updated to include more information on food and rations.
- Hydroponic plant growers now give estimates on the amount of food energy in the growing plants, to help players plan their production.
- Earthquakes can now damage items so much they catch fire.
- The room menu now uses the new GUI added for object placement in 0.56.
- Colonists using the toilet is now properly simulated. Previously they used it whenever they didn’t have anything better to do.
- Several new Infotips added and many spelling mistakes fixed.
- Colonist water intake rebalanced and better simulated. They will use more water now.
- Added console commands for causing a solar flare.
- Object spawning limiters fixed. No more infinite jungles and deadly chicken explosions.
- Avian feeder action fixed. Previously colonists were running around it in circles.
- Fix for objects advertising needs with no actions available, wasting colonists' time by tricking them with something that was not really on offer.
- Colonist inventory size for food is now limited. Pushing them to share what they have taken instead of starving their team to death.
- Colonists no longer starve to death because they'd rather complain about being too hungry to eat because it was easier to complain and die.
- Fatigue rebalanced, better linked to colonists activity. Bed usage more consistent.
- Several interaction points modified on problematic objects.
- Colonists take much more kJ from ration packs.
- Ration packs kJ increased.
- Path finding fixes.
- Repetitive object usuage fixed. Specifically with ration packs and food stations.
- Missions rebalanced to reflect new food usage.
- Deprioritised food production when it’s not needed.
- Second tier research is now prioritised a little higher.
- Reduction for bored colonist eating, hunger better simulated.
- Added the ability for colonists to request several more objects and rooms in their emails.
- Many new sounds added and some older ones tweaked.
[ 2016-07-12 14:28:59 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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