Three standalone missions added on top of the sim's sandbox.
Earlier today, we brought you Tim Schafer's explanation for Spacebase DF-9's unexpected transition from early access to v1.0 release, and why planned features have been lost in the process. The short version is that the game stopped selling enough Early Access copies to keep supporting development at the scale Double Fine was hoping for, so it had to adjust its plans. In light of this, several
I haven't played Maia, maybe I will never play Maia, but I enjoy watching videos of Simon Roth explaining new and changed features, particularly when his game looks so relaxing and atmospheric. Update 0.44, among other things, rethinks the research component, while adding earthquakes, loads of new haikus, and "creepy herbivorous underground dwellers", like what your mum is. Sorry, sorry—they're a
When we last checked in on Maia, it had just landed on Steam Early Access. Since then, developer Simon Roth has been busy building up his sci-fi colony sim. The latest update introduces some clever research technology, an adorable deadly giant, and—to the relief of every simulated colonist—toilets. In a new video transmission, Roth runs through the features of the patch.
By billing itself as a hard sci-fi experience, indie space-colony sim Maia has posed a fascinating set of questions for itself. Available since Tuesday through Steam's Early Access alpha testing program, the strategy game's reference to a classic sci-fi genre points toward the gritty, dangerous, and sometimes darkly-futile nature of exploration.
What are you doing?” asks Maia writer Paul Dean. It is a fair question. The area just outside my latest space colony on the planet Maia is liberally festooned with Union Jack flags. To the point where one of them seems to have joined forces with its neighbours and mutated into a flagsplosion, fluttering in the breeze. “Building a Queen trap.” Actually, I was enjoying watching how this sim’s
Of course, Simon Roth has already given the world early access to his colony-building sci-fi god game Maia over on his site, but pretty soon we'll be able to access it by clicking some buttons in our Steam windows instead. Maia flew through Steam Greenlight like a greased Scotsman a couple of months ago, but the in-development game won't be on the Steam store until December 3rd, as revealed
Simon Roth's sci-fi survival game Maia continues to astound; in this showcase for the latest alpha version (0.32), Roth demonstrates base building, a process that promises to be regularly interrupted/made better by the addition of meteorite strikes and tremors. In a later update this will cause your colony's staff to temporarily cease working (wusses) in order to shield themselves against the
I can't help but feel that these Greenlight announcement posts are a bit underwhelming. Valve need to spice up the drama, reality show style. Indie hopefuls desperately treading water in the choppy seas; a lighthouse in the distance, it's green light scanning over the chaos; then, completely at random - through some arcane and heavily obtuse mixture of popular vote and 'other factors' - a few are
It's safe to assume that Maia creator Simon Roth has a love of old sci-fi. It's written all over this latest trailer for his colony building god-game: dark synths, creeping psychological dread, pixelated chickens. Okay, maybe not that last one. Even at this stage in development, there's a clear enough emergence of theme, style and simulation, that the game is now attempting to build a new home on
Simon Roth’s chickens are misbehaving. They’re supposed to be a passive food source in his sci-fi god-game, but in the early build he’s showing me they’re compelled by instinct to waddle into the nearest puddle of lava. The way a thing breaks can tell you much about how it’s built, and Maia breaks in very interesting ways. “Dungeon Keeper meets Dwarf Fortress,” is how Roth describes it, which
Sci-fi god game Maia is holding a vote to see which of two options backers would like to see as its final stretch goal. Should the recently funded Kickstarter campaign hit the £200,000 mark, Maia's creator, Simon Roth, will either use the game's engine to create a roguelike shooter, or add in three "entirely new" game modes.
Good news, god game fans: Maia has reached its Kickstarter target of £100,042, with just under three days to go. Things were looking a bit hairy for Simon Roth's impressive sci-fi god/management game for a while there, as only a few days ago there was still around £30K left to achieve. Thankfully, two things happened in the last couple of days that seem to have made all the difference:
Robots who are afraid of the dark, moody colonists inspired by 70s sci-fi films, kleptomaniac aliens and self-seeding flora - all are locked together in the complex ecosystem of indie god-game Maia, currently seeking £100,000 of funding on Kickstarter. It’s an exciting prospect, not least because it taps into an aesthetic inspired by the likes of 2001 and Silent Running - masterpieces of