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0.61: A Maze Of Death

Maia 0.61 is out now. Right now. This build brings many new useful features to the game and a significant amount of tweaks and fixes. Here’s a video of me playing the latest release: https://www.youtube.com/watch?v=AZyRkEkUCME

Interface


This update brings several new user interface and management tools to the game. Room options are now available and allow for managing the stockpiling of items, new security features and even tweaking the lighting of a room. Just click a room to see the available options. Carefully managing these fine grained controls can significantly improve the efficiency of a busy base.
When placing items the UI now presents more useful information about whether an object is reachable, and visible paths are shown to illustrate how the colonists would walk to the item.

Movement orders


You can now practice your interior design skills and rearrange items in your base using the new movement order. By click-dragging on an item you will create a new move order and your colonists will push the items to their new locations. Utility robots given movement orders will use them as waypoints and if they are not too busy, go directly to the locations.
The tutorial has been significantly reworked and with more guidance and information, and provides an easier and clearer first contact with the game. Even experienced players may find it useful to give it another go.

Planning


Build priority changes for better base flow and design. Colonists are now more aware of the flow of a base and will order door builds based on the need of that specific room. They will also no longer have complete emotional breakdowns when locked in a room with no doors, so will build one if it is placed. They will also share workbenches more efficiently and the amount of duplicated builds has been reduced. Suit refill points are now critical to surface operations. You can no longer build items far away from your base and must build a supply chain to the item so your colonists can restock their suits and rest.  
Resuscitation and first aid has been added, allowing colonists to save unconscious members of the team (if they like them enough). Just ensure you pick some colonists with medical skills as improperly given resuscitation can give patients other health complications.

Other notable changes:


  • Colonists with surface walking skills will now walk much faster in suits.
  • Atmosphere generator output increased a little.
  • Vent system tweaked to push less air than the atmosphere generator.
  • Medical emergencies are now mentioned by the base announcer.
  • Probe generation fixed. Every map now has several lost robotic probes to find.
  • Tutorial spelling mistakes fixed.
  • Migration event emails now lock onto specific creature.
  • Camera locks on to colonist who sent an email when it is opened.
  • Utility robot infotip fixed.
  • If an AI is destroyed in code they will now properly release any item they were using.
  • Tutorial can now be completed using the alt-rotate.
  • Text overlays for objects and rooms are no longer drawn when an email is open.
  • Mouseover text is hidden if the player opens the manifest.
  • Cursor animations for left and right clicking.
  • Cursor size options added to the menu.
  • Capsules should no longer land next to each other.
  • Holes in several environment models fixed.
  • Fix for pathfinding bug where colonists went to wrong interaction point, potentially getting stuck.
  • Interface options menu split off.
  • Lights brighten when mouse-overed.
  • Tracking sound fixed to only fire when clicking a living item.
  • Sounds for selecting colonists on the menu added.
  • Sounds for turning on and off heaters fixed.
  • Fixed several colonist animation bugs.
  • General game code improvements and optimisations.
  • Inter-gameobject messaging improved code quality and to reduce bugs.
  • Engine render calls made more efficient.
  • Lava lights fixed.
  • Lava optimisations.
As you may be aware, we are rapidly approaching beta, so do send us all your bugs and issues. Be sure to get yourself on the development branch to see all the latest changes. That's all for now. If you like these updates be sure to drop us feedback via Twitter and Steam reviews.


[ 2017-04-21 15:14:09 CET ] [ Original post ]

0.61: A Maze Of Death

Maia 0.61 is out now. Right now. This build brings many new useful features to the game and a significant amount of tweaks and fixes. Heres a video of me playing the latest release: https://www.youtube.com/watch?v=AZyRkEkUCME

Interface


This update brings several new user interface and management tools to the game. Room options are now available and allow for managing the stockpiling of items, new security features and even tweaking the lighting of a room. Just click a room to see the available options. Carefully managing these fine grained controls can significantly improve the efficiency of a busy base.
When placing items the UI now presents more useful information about whether an object is reachable, and visible paths are shown to illustrate how the colonists would walk to the item.

Movement orders


You can now practice your interior design skills and rearrange items in your base using the new movement order. By click-dragging on an item you will create a new move order and your colonists will push the items to their new locations. Utility robots given movement orders will use them as waypoints and if they are not too busy, go directly to the locations.
The tutorial has been significantly reworked and with more guidance and information, and provides an easier and clearer first contact with the game. Even experienced players may find it useful to give it another go.

Planning


Build priority changes for better base flow and design. Colonists are now more aware of the flow of a base and will order door builds based on the need of that specific room. They will also no longer have complete emotional breakdowns when locked in a room with no doors, so will build one if it is placed. They will also share workbenches more efficiently and the amount of duplicated builds has been reduced. Suit refill points are now critical to surface operations. You can no longer build items far away from your base and must build a supply chain to the item so your colonists can restock their suits and rest.
Resuscitation and first aid has been added, allowing colonists to save unconscious members of the team (if they like them enough). Just ensure you pick some colonists with medical skills as improperly given resuscitation can give patients other health complications.

Other notable changes:


  • Colonists with surface walking skills will now walk much faster in suits.
  • Atmosphere generator output increased a little.
  • Vent system tweaked to push less air than the atmosphere generator.
  • Medical emergencies are now mentioned by the base announcer.
  • Probe generation fixed. Every map now has several lost robotic probes to find.
  • Tutorial spelling mistakes fixed.
  • Migration event emails now lock onto specific creature.
  • Camera locks on to colonist who sent an email when it is opened.
  • Utility robot infotip fixed.
  • If an AI is destroyed in code they will now properly release any item they were using.
  • Tutorial can now be completed using the alt-rotate.
  • Text overlays for objects and rooms are no longer drawn when an email is open.
  • Mouseover text is hidden if the player opens the manifest.
  • Cursor animations for left and right clicking.
  • Cursor size options added to the menu.
  • Capsules should no longer land next to each other.
  • Holes in several environment models fixed.
  • Fix for pathfinding bug where colonists went to wrong interaction point, potentially getting stuck.
  • Interface options menu split off.
  • Lights brighten when mouse-overed.
  • Tracking sound fixed to only fire when clicking a living item.
  • Sounds for selecting colonists on the menu added.
  • Sounds for turning on and off heaters fixed.
  • Fixed several colonist animation bugs.
  • General game code improvements and optimisations.
  • Inter-gameobject messaging improved code quality and to reduce bugs.
  • Engine render calls made more efficient.
  • Lava lights fixed.
  • Lava optimisations.
As you may be aware, we are rapidly approaching beta, so do send us all your bugs and issues. Be sure to get yourself on the development branch to see all the latest changes. That's all for now. If you like these updates be sure to drop us feedback via Twitter and Steam reviews.


[ 2017-04-21 15:14:09 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.
RECOMMENDED SETUP
  • 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.
GAMEBILLET

[ 5556 ]

12.71$ (15%)
4.95$ (17%)
4.12$ (17%)
41.47$ (17%)
33.19$ (17%)
24.87$ (17%)
6.12$ (66%)
8.49$ (15%)
7.64$ (15%)
17.59$ (12%)
16.96$ (15%)
12.74$ (15%)
49.79$ (17%)
26.34$ (12%)
49.77$ (17%)
5.03$ (16%)
16.79$ (16%)
26.69$ (11%)
6.74$ (78%)
25.19$ (16%)
10.67$ (64%)
12.74$ (15%)
41.95$ (16%)
2.54$ (15%)
8.29$ (17%)
26.69$ (11%)
16.79$ (16%)
4.19$ (16%)
4.19$ (16%)
8.47$ (31%)
GAMERSGATE

[ 1295 ]

0.9$ (85%)
6.96$ (83%)
3.28$ (84%)
14.99$ (50%)
5.0$ (50%)
1.0$ (80%)
4.0$ (80%)
1.0$ (90%)
1.6$ (90%)
1.5$ (85%)
10.0$ (60%)
4.5$ (85%)
3.0$ (80%)
12.0$ (60%)
0.89$ (82%)
34.99$ (50%)
3.0$ (80%)
6.0$ (60%)
0.75$ (85%)
5.0$ (75%)
0.9$ (92%)
4.5$ (92%)
0.96$ (88%)
2.0$ (80%)
1.5$ (85%)
33.19$ (17%)
9.0$ (70%)
5.78$ (71%)
9.9$ (67%)
1.0$ (90%)

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