I finally have my hands on the final poster prints! The intense "new book" smell is awesome, if a little overwhelming.
They are ready for posting and that will happen some time soon. I'll be messaging everyone in the appropriate tiers to check your address is correct shortly. Sorry for it taking so long, I am an annoying perfectionist and we ended up repainting and tweaking bits of them several times.
Since the game is now out on Steam, I'm thinking it's time to start talking about the launch party! As I've mentioned before I will likely do one in London and one in Oxford, so nobody will be forced to travel to the capital if they hate the tube as much as I do.
I'm going to do the first party in London sometime in mid-March. I'll send out invites as soon as I have nailed down the venue.
Development continues. 0.39.1 is probably the most solid and best performing build of the game yet. 0.40 will be coming soon. Probably next Wednesday as I want to put in a lot of new content again.
I hope you all enjoyed the holiday season. Nothing like a bit of frostbite, hideous mucus-inducing diseases, dealing with British trains and some relentless, soul-destroying consumerism to usher in the New Year.
Unlike the poor folks at Born Ready and Hello Games, I didn't get washed away in the floods last week. That said, I am currently surrounded by rising flood waters and have already lost a crate of very important development supplies (beer) to the murky depths. Should I survive the forced sobriety (unlikely), development will go on unhindered.
The printers have finally accepted the poster formats and I should be receiving the proofs and final prints soon. Due to there being no access to my new island (henceforth known as Simondia), this may be slightly delayed. I will keep you posted.
If you haven’t been keeping pace with development, things are going well. I finally found the source of the colonists getting stuck and not doing their work. They were actually colliding with their own heads. And let's never speak of that again.
I made this video of 0.39 before the break. It shows some of the features in this version and I'm a lot less mumbly than the last one!
I'm currently ramping development up again and should have 0.40 out by mid next week, on all three platforms.
As ever, drop me an email if you have any questions or problems.
Eternal General Secretary of the Party, Guiding Sun Ray, Highest Incarnation of the Revolutionary Comradely Love, His Excellency and Supreme Leader of the Nation of Simondia...
Seven days ago we launched on Steam early access. It has been a frantic hundred hour week and finally the dust is starting to settle. Eight hundred emails answered, many more waiting, forty patches distributed, two hundred gigabytes of content uploaded and ten thousand lines of code hammered out. Phew!
Releasing such an early build was a risk, but I still strongly believe in community driven development and the launch has definitely vindicated my thinking. We've completely transformed the game since release and it's entirely thanks to you guys! I really want to thank everyone who took to the forums, and email, and who submitted their problems, their feedback and their ideas.
The launch exceeded all our expectations, in fact it blew them away. We certainly didn't expect to be featured on the front page of Steam for so long. We spent several days outselling games like Assassin's Creed and Call of Duty at one point we even became the #2 seller.
In just four days Maia received enough alpha sales to budget the game to completion. We have now grossed over half a million dollars in backer funding. It's something I couldn't have imagined two years ago when I first started tinkering with the idea of an alpha release.
There are still some fairly obvious problems with the game, but feedback so far has been strikingly positive and it's been fantastic to watch an entirely new audience get excited by Maia and its future.
Development is going well and there will be new patches over the weekend, fixing some of the more egregious AI bugs and quirks that we have left. I've also posted a rough feature list of some of the updates you can expect up to version 0.50. I'm planning to continue our rough fortnightly release cycle so you'll never have to wait long for new features. I'm super-excited to finally start on the alien wildlife!
Finally, I just want to thank the whole team for their hard work on the game and helping out with the launch.
Now, I think it's time for a beer!
(If anyone is still without a key for the site, drop me an email on email@example.com, my Kickstarter messages got totally swamped)
I've added GPU support for people with Intel chips. I tested on my development rig's Intel 4000 and got a playable 25fps. If it chugs, try a lower resolution and reduce the texture settings in the Config file. When it comes to integrated graphics, the faster your RAM the better, so if your system has controls to safely increase your memory clock I would have a careful experiment with them.
Another thing to note along with all the new features in 0.36 is the rather astonishing fact that it isn't randomly crashing out any more. It turned out to be a single value out of place in the sound middleware's editor. We've got builds running for hours at a time, which is a big milestone for us.
This leaves us with one last big crash bug, which is the infinite chicken breeding. I may leave it for now. There's nothing quite like bringing a state-of-the-art 16GB development machine to it's knees with the AI of half a billion belligerent galliformes.
A little over a week ago I attended Explay 2013 and gave a talk on running a small indie business followed by a Q&A with fellow indie developers Cliff Harris and Jake Birkett. I think it may have been filmed, so I'll post it if I can get my grubby mitts on it. Here's a picture of part of the audience looking embarrassed at me for asking them to smile and wave:
I always forget to post when we get in print magazines. We have a little preview in PC Gamer this month!
When I bought the magazine, the robotic till set off an alarm and a cashier had to ID me. I can only assume that the robots have deemed Maia to be highly offensive.
Maia was also invited to show at Minecon! The first time we've shown the game on a conference floor. I sadly couldn’t make it myself due to Explay and needing to put a new build together, but sent Paul and Nick in my stead. We got some fantastic feedback on the game, made a lot of cool new friends and have received lots of excellent coverage from it!
I'm thinking of doing a live stream on Monday the 18th at 4pm onwards. The plan is to do some live development and some bug fixing in real time.
If that gets boring I'll do a speed run of Theme Hospital!
Out on Friday hopefully. It will bring more animation and behaviour to the dogs, another deepening of the colonist AI and I'll hopefully be able to turn on the research system, so you can read about all the cool future-tech things we've studied.
Steam Early Access.
I'm still aiming for the December date. I have a horrendous amount of work to get done before we can go live. I'm also quite concerned that the contents of my desk's top are approaching maximum entropy...