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Maia 0.62: Who's For Dinner?
More of the alien creatures can now breed and produce a flock of tiny cute murder machines. This will change how they protect their territories, react to colonists, and also feed back into the simulation of the ecosystem in new and emergent ways. Baby creatures, and animals of all sorts, will now imprint on the first thing they see and follow and copy their new parent. So be sure to keep your livestock room doors locked unless you want your dogs to become unsuspecting parents to your hatchling chickens.
Colonists will now sometimes break down and run away from something if it terrifies them, such as an alien sneaking into the base or an out of control fire breaking out. They will go cower and cry and feel guilty about how much of a burden they are to the colony. When trapped in rooms colonists will start getting very upset and start banging on doors to try and escape. Leaving them in the room will deeply upset them, potentially damaging their sanity causing them to harm equipment or themselves!
Colonists can now sit down at the dining table for relaxing communal meals in the living area, allowing them to rest, eat and socialise simultaneously. They can can also now deposit raw food supplies in the storage room if there is a surplus of production. These can be picked up later to build ration packs or to fill a food preparation station.
Colonists can now learn skills by practising them, once a new skill is leant it will allow the colonist to perform the action better, faster or more often. They can also sit at desks to learn new expertise in theory, saving themselves the effort and bringing more exotic skill sets to your colony.
[ 2017-06-23 15:06:06 CET ] [ Original post ]
It's update time and Maia 0.62 has been deemed fit for consumption! Here's a quick video of me showing off some of the latest features I've been working on. https://www.youtube.com/watch?v=JR-8YrmHrWY
Alien Breeding and Parenting Behaviours
More of the alien creatures can now breed and produce a flock of tiny cute murder machines. This will change how they protect their territories, react to colonists, and also feed back into the simulation of the ecosystem in new and emergent ways. Baby creatures, and animals of all sorts, will now imprint on the first thing they see and follow and copy their new parent. So be sure to keep your livestock room doors locked unless you want your dogs to become unsuspecting parents to your hatchling chickens.
Fear
Colonists will now sometimes break down and run away from something if it terrifies them, such as an alien sneaking into the base or an out of control fire breaking out. They will go cower and cry and feel guilty about how much of a burden they are to the colony. When trapped in rooms colonists will start getting very upset and start banging on doors to try and escape. Leaving them in the room will deeply upset them, potentially damaging their sanity causing them to harm equipment or themselves!
Fine Dining
Colonists can now sit down at the dining table for relaxing communal meals in the living area, allowing them to rest, eat and socialise simultaneously. They can can also now deposit raw food supplies in the storage room if there is a surplus of production. These can be picked up later to build ration packs or to fill a food preparation station.
Deep Learning
Colonists can now learn skills by practising them, once a new skill is leant it will allow the colonist to perform the action better, faster or more often. They can also sit at desks to learn new expertise in theory, saving themselves the effort and bringing more exotic skill sets to your colony.
Other major changes:
- Fix for locked doors blocking nearby objects.
- Loads of new detail and variants in colonist activity report emails.
- Colonist activity reports added for building rooms, panicking, and shooting animals.
- New 32 exe for Windows users. Stop using 32 bit Windows, please, join us in the future.
- Turret tracer effect added. Turret PFX updated.
- Several object placement problems fixed (such as nearby blocked objects stopping you placing something).
- Higher density of grass, foliage and creatures on the exterior world map.
- Button flashing added for new emails to grab the user's attention faster.
- Fusion reactor now requires you to initiate a power up. This will require many fly wheels or super capacitors.
- Fly wheels and super capacitors have a higher capacity to better represent future materials. This now makes a larger solar powered base more feasible.
- Smelting rebalanced.
- Colonist stockpiling needs balanced.
- Rebalancing of lighting.
- Colour grade changed.
- New animated volumetric fog outside.
- Lava fluid simulation optimised.
- Body KJ of energy for creatures changed which should lead to different hunger and carrion behaviours.
- Bug with air vents settings fixed.
- Crop blight tweaked to be slightly less predicable.
- Several maintenance needs tweaked for different items.
- Pips added to the GUI between emails to denote the differences in specific days.
- Fixed several door pathfinding fixes.
- Massive performance optimisations on several core systems. (40% better frame rate in some cases).
- Many small optimisation fixes.
- Fixes for several missing pfx in the exterior and lava.
- Large amounts of code cleanup on game and engine.
- A few potential crash bugs fixed.
[ 2017-06-23 15:06:06 CET ] [ Original post ]
Maia 0.62: Who's For Dinner?
More of the alien creatures can now breed and produce a flock of tiny cute murder machines. This will change how they protect their territories, react to colonists, and also feed back into the simulation of the ecosystem in new and emergent ways. Baby creatures, and animals of all sorts, will now imprint on the first thing they see and follow and copy their new parent. So be sure to keep your livestock room doors locked unless you want your dogs to become unsuspecting parents to your hatchling chickens.
Colonists will now sometimes break down and run away from something if it terrifies them, such as an alien sneaking into the base or an out of control fire breaking out. They will go cower and cry and feel guilty about how much of a burden they are to the colony. When trapped in rooms colonists will start getting very upset and start banging on doors to try and escape. Leaving them in the room will deeply upset them, potentially damaging their sanity causing them to harm equipment or themselves!
Colonists can now sit down at the dining table for relaxing communal meals in the living area, allowing them to rest, eat and socialise simultaneously. They can can also now deposit raw food supplies in the storage room if there is a surplus of production. These can be picked up later to build ration packs or to fill a food preparation station.
Colonists can now learn skills by practising them, once a new skill is leant it will allow the colonist to perform the action better, faster or more often. They can also sit at desks to learn new expertise in theory, saving themselves the effort and bringing more exotic skill sets to your colony.
[ 2017-06-23 15:06:06 CET ] [ Original post ]
It's update time and Maia 0.62 has been deemed fit for consumption! Here's a quick video of me showing off some of the latest features I've been working on. https://www.youtube.com/watch?v=JR-8YrmHrWY
Alien Breeding and Parenting Behaviours
More of the alien creatures can now breed and produce a flock of tiny cute murder machines. This will change how they protect their territories, react to colonists, and also feed back into the simulation of the ecosystem in new and emergent ways. Baby creatures, and animals of all sorts, will now imprint on the first thing they see and follow and copy their new parent. So be sure to keep your livestock room doors locked unless you want your dogs to become unsuspecting parents to your hatchling chickens.
Fear
Colonists will now sometimes break down and run away from something if it terrifies them, such as an alien sneaking into the base or an out of control fire breaking out. They will go cower and cry and feel guilty about how much of a burden they are to the colony. When trapped in rooms colonists will start getting very upset and start banging on doors to try and escape. Leaving them in the room will deeply upset them, potentially damaging their sanity causing them to harm equipment or themselves!
Fine Dining
Colonists can now sit down at the dining table for relaxing communal meals in the living area, allowing them to rest, eat and socialise simultaneously. They can can also now deposit raw food supplies in the storage room if there is a surplus of production. These can be picked up later to build ration packs or to fill a food preparation station.
Deep Learning
Colonists can now learn skills by practising them, once a new skill is leant it will allow the colonist to perform the action better, faster or more often. They can also sit at desks to learn new expertise in theory, saving themselves the effort and bringing more exotic skill sets to your colony.
Other major changes:
- Fix for locked doors blocking nearby objects.
- Loads of new detail and variants in colonist activity report emails.
- Colonist activity reports added for building rooms, panicking, and shooting animals.
- New 32 exe for Windows users. Stop using 32 bit Windows, please, join us in the future.
- Turret tracer effect added. Turret PFX updated.
- Several object placement problems fixed (such as nearby blocked objects stopping you placing something).
- Higher density of grass, foliage and creatures on the exterior world map.
- Button flashing added for new emails to grab the user's attention faster.
- Fusion reactor now requires you to initiate a power up. This will require many fly wheels or super capacitors.
- Fly wheels and super capacitors have a higher capacity to better represent future materials. This now makes a larger solar powered base more feasible.
- Smelting rebalanced.
- Colonist stockpiling needs balanced.
- Rebalancing of lighting.
- Colour grade changed.
- New animated volumetric fog outside.
- Lava fluid simulation optimised.
- Body KJ of energy for creatures changed which should lead to different hunger and carrion behaviours.
- Bug with air vents settings fixed.
- Crop blight tweaked to be slightly less predicable.
- Several maintenance needs tweaked for different items.
- Pips added to the GUI between emails to denote the differences in specific days.
- Fixed several door pathfinding fixes.
- Massive performance optimisations on several core systems. (40% better frame rate in some cases).
- Many small optimisation fixes.
- Fixes for several missing pfx in the exterior and lava.
- Large amounts of code cleanup on game and engine.
- A few potential crash bugs fixed.
[ 2017-06-23 15:06:06 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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