Here’s our provisional road map planned out for the next year or so.
Keep up to date with our development by following our development blog here on blog.maiagame.com or on our Twitter.
PROBE 233.23.A CONNECTION ESTABLISHED
INCOMING TRANSMISSION:
Here’s our provisional road map planned out for the next year or so.
Keep up to date with our development by following our development blog here on blog.maiagame.com or on our Twitter.
Maia 0.51 is live! Here’s Simon playing the latest build:
Good news 64bit users! There’s been a change in how the game uses hardware. Maia now has both 32bit and 64bit versions on Windows, Steam will automatically detect players hardware which means those using 64bit can get improved performance and make better use of their systems RAM. Don’t worry, we’re still supporting and testing on 32bit and will be for the foreseeable future.
In addition to the existing sandbox, Maia now has three standalone scenario missions with directed gameplay. Fleshing out Maia’s hard science fiction narrative and lore, players now have several hours worth of missions with many more hours to be added in the upcoming months.
The current missions included in update 0.51:
An orbital habitation module has taken a direct hit from a cloud of micrometeroids. Build a sustainable colony to house the influx of survivors.
Survive the arctic winter’s polar twilight in this remote research station. Battle with the cold and darkness to keep your colonists sane and alive
Study the complex local ecosystem of a rapidly encroaching equatorial jungle.
Along with the addition of Avian Feeders, Uberhuhns are now a lot more intelligent. Now with their own wants and needs, chickens will feed, socialise and lay Microuberhuhns to repopulate. Slight changes have also been made to how colonists choose which chickens to eat. The avian feeders slowly supply food to the chickens as well was attracting them to certain parts of your livestock containment room with warm lighting.
Aid your colonists expeditions across Maia’s surface with refill points. Colonists can replenish their vital needs at these stations so they can travel further out into the unknown landscape.
Solar events can cause your equipment to not work as intended. Players will now receive warning emails to alert them when a solar event is occuring.
Death, failure and mission emails now pop up as soon as you receive them to ensure players don’t miss important gameplay points.
To simplify item creation, when the player right clicks in object building mode it will revert the mode to selection mode. Right clicking will also delete blueprints or set build objects for destruction.
Left clicking on a blueprint in selection mode will “grab” the blueprint reattaching it to the cursor and put the player back in to object build mode.
When placing objects, some items information will now show power requirements as well as current grid demand.
Info tips have now been fixed for many items including fossils, bulkhead doors, beds and plant pots.
More colonists animations to show emotional states and needs! Hungry Colonists will now grasp their stomachs to let the player know they are hungry.
The order in which colonists will want to build atmosphere generators and doors has been changed to work smoother in emergencies, such as atmosphere loss. Research has also been broken up into over a dozen separate needs to allow the colonists to better prioritise data entry, collection and computation in the four research areas.
The robots will now delegate tasks if they come across other robots. Lights have also been added to help you find them in the dark.
We are now building and testing our OSX version of the game against El Capitan. We recommend Mac users make the free update to El Capitan for an optimum experience.
We hope you enjoyed Maia’s Update, give us your feedback on the Steam Forum, on the Maia Forum or by mentioning #MaiaGame on twitter.
-Maia Team