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Maia is a new god game from indie developer Simon Roth.
Maia is a new god game from indie developer Simon Roth.
8,115 backers pledged £140,481 to help bring this project to life.

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Time for an update I feel!

Intel (and older GPU support)

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.

Explay 2013

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:

PC Gamer

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!

Bug Hunt

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.

It's an ugly codebase; a buggy codebase.
It's an ugly codebase; a buggy codebase.

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...

Send help!



Hi everyone!

Alpha 0.35 is out on Mac, PC and Linux. Log in to to check it out. Lot's of new things have gone in, check out the alpha notes for a quick overview!

There's still a long way to get it ready for a Steam early access release, but we are steadily getting there. Over the next week I will be adding in the tutorial, defining a whole pile of new colonist behaviours and starting to polish in more gameplay features.



Magical and Revolutionary

Hi everyone!

Quite a few things to mention this week. Here we go...

Eurogamer Expo

Next week I will be at Eurogamer Expo on the Friday and Saturday. I decided not to exhibit (I'd rather spend the funds on development), but will have a big bag of game related goodies to give away. I'll be wearing a black Maia t-shirt so, theoretically, I will be easier to find than at Rezzed!


So what's this then?! We'll, it's a very grubby looking laptop screen that in retrospect I should have given a wipe before photographing. However, it is much more than that! It's our first fully featured OSX alpha! It took nearly thirty years, but now there is finally a worthwhile use for Macintosh computers!

I should have most the bugs out of it on Monday and will release a 10.9 Mavericks application. I can't remember off the top of my head as to whether I can build 10.8 binaries in the latest Xcode 5 beta, but if I can, those will follow shortly.


As well as the new platform, the next build released will include a few other interesting features: Every object can now be damaged and will suffer wear and tear based on their usage and environment. For instance, wind turbines will be worn more by higher winds, they will last months in a light breeze, but in a hurricane they will quickly become damaged, start to spark, smoke or even burn and then cease to function.

A few things won't degrade yet, such as the more solid furniture items. Mostly because it's hard for me to show their damage with a particle effect or sound. I'm not sure it's entirely scientifically accurate for a table start to smoke from overuse or for a horrendously soiled couch to spontaneously combust in a giant ball of white plasma.

We're also adding the “livestock” room, which will be used to contain and breed various critters. This will allow me to add chicken reproduction in the next build!


I'm setting the date for an early access Steam launch as December 3rd. It's still quite far away, but we don't want to rush into it. With the direct pre-orders having scored us £12000 or so, we have a little more leeway and have no immediate need for a big cash injection.

There's a lot of work to go in before we release the alpha to the masses. Although getting everyone of you Steam keys is very important to me, having anywhere from ten to a hundred thousand new testers overnight would be a bit much to handle. Which is the perfect segue to mention...

Mr Everitt

You may have seen Chris on the forums over the course of development (posting as oldmanbob), I'm bringing him on board to provide community tech-support, and bug tracking. He is going to be spending a few hours a day taking bugs posted to the forum, replicating them on a test build and then entering the details of the issues onto our internal bug tracker. This should allow me to focus on the code and organisation side of things a little more.

He's also local, which means I can rope him into helping me wrap and post all those poster tubes!

Toast Time

Nick's company, Force Of Habit, have just released their new android game called Toast Time. Admittedly I am terrible at it, but it's still good fun!


Paul and I had a little talk with Edge about Maia, Kickstarter, and games development in general.

I think that's it for now.





I've put together a little video showing off the alpha and some of the game's features, for those who haven't been able to check it out themselves yet.

Apologies for all the mumbling! (I was a bit tired) I'll start doing these videos more often to show off all the interesting things I'm putting into the game.

Higher tier backers:

It seems that some of you higher tier backers (£200+) haven't been receiving messages from me with their keys and info. I think I glitched Kickstarter's AJAX forms when I sent them out. I'll get in touch personally very soon. Big apologies for that.



Spaniels and Meteorites

Good morning!

Cause for celebration! We got Greenlit! Maia is now going to be on the Valve Software's Steam. The biggest digital distribution platform in the world. I haven’t set a date for release or early access yet, but I am thinking of some time in September or early October.

The build for 0.32 went out at some ungodly hour of the morning. With only seven days work, we managed to get some pretty awesome changes in.

The lighting is rebalanced now so every room tile emits light and there is far less ambient illumination. This completely transforms the atmosphere of the environments, I'm really happy with how it's looking.

Secondly, to get this working I needed to do some optimisations and multithreading. While I was at it, I threaded a bunch of game code too. So anyone on a quad or hexicore system should get some rather large performance gains. Everyone else should notice far less stuttering and lock ups.

There are also a lot of bug fixes. I had a horrifying one this week where some lazily copy-pasted code gave all the chickens eyeless human heads. Cannot unsee.

Most importantly, spaniels are now in! Our first dog is one of our backer pets, Blacky the cocker spaniel!

Check out the alpha notes to see what else went in.


I'm going to take a week off starting at the end of the month to help clear my head before the living nightmare of a public release on Steam.

There won't be a build that week, but otherwise development will be mostly uninterrupted. Support will be somewhat limited however, and I'll be away from the emails.


Is out this Friday. It will enable death!

Did anyone else watch the Perseids? I didn't managed to get any decent shots, but did end up with lot of nice pictures of the milky way instead. :)