Share this project


Share this project

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.

Recent updates


C77c5fd353d24888f8833747cab874b5 original
511eee982f61cc72897c83ae130e723e original
A7ba45bb107a57a7648ca18527484eaf original
C0507451a79e39d64d9024c73e76e499 original
0932d4983da2f00a7e5c38d8648f1d41 original
18940b3762ab8e51f9b72fc1fad4d986 original
D4209b0ec82bdb7952640ffe23fe0b1a original
E83b3011721b8fdb3ce6340cf335e451 original
11818f8b37aca304f638149437f932d5 original



Update time!


Just over a month ago we showed the game at Eurogamer Rezzed in Birmingham. It was pretty intense dealing with the booth, we had solid crowds for most of the three days and hundreds of people played the game. I've thrown some of the photos I took up on Flikr.

Although I've gotten pretty good at pitching the game, I am still dreadful at talking in front of cameras or microphones...

We got a huge amount of interest in the game and lots and lots of feedback on the builds. It really helped me to prioritize and fix a lot of the rough edges in the game. Thanks to all the everyone who showed up and said hi!


0.42 has been out just under a week. It's a pretty huge update so I won't go into it here, but it's certainly worth checking out. If you haven’t seen it yet here's a brief video overview:

Since then I've spent a lot of effort hunting down the few remaining crash bugs. As of this afternoon we have no replicable critical issues on the tracker.

We already have a lot of things in development for future builds. My favourite thing right now is the second creature, a creepy nocturnal burrowing critter that is going to make the game just a little bit more disconcerting.

I'll be doing a live stream at some point this week. I'll post an update here a few hours before hand so people can tune in and ask me some questions.



Pears Gallumbit


Good morning. About time for another update I'd say!


I've booked a booth at Rezzed! Booth 42 no less, and I'll be showing version 0.42 of the game. I can only assume that such a recurrence of the ultimate answer is a good sign and not a portent of the imminent destruction of the planet.

Launch party.

Did everyone in the top tiers get their invites for the London launch party? There are limited spaces so please RSVP as soon as possible. We also need to crowd source a play-list for the evening or else I'm going to put Babylon Zoo on loop all night.

The venue is right in central London so really easy to get to on the tube, but I can write a short guide if anyone finds the London Underground a bit daunting. Drop me an email if you have any special needs or requests.

Competition time!

Loading Bar, the venue for the launch party, specialises in game themed cocktails, so I'm running a competition to design a Maia themed drink for us to serve at the party. It doesn't need to be alcoholic, but does need to be... imbibable. Post your ideas in the comments below and we'll pick a winner this weekend. The prize is a ticket to the launch party, or if you are already attending, a bunch of really cool space themed goodies.


Posters went out a couple weeks ago. It took absolutely forever to get them all done due to me suddenly becoming a crazed perfectionist. For the UK and Europe they should have already arrived. International ones should also have arrived, but that's down to your countries mail set up. (We had a problem printing the "Medical" posters though, so I'll be contacting the people who wanted those ones soon.)

I meticulously hand rolled most the posters myself and bought extra solid tubes, so hopefully they came through in good condition, but if not, get in touch as I have a few spares I can send out.

The final shipment ended up filling the entirety of a Royal Mail post van.
The final shipment ended up filling the entirety of a Royal Mail post van.

The Game.

After the mess that was February (floods, taxes and a soul destroying week of fixing the game on Intel 3000s) we're back in the swing of things. 0.40 has had a few updates now and is stable so I've started on the features for 0.41, including the most requested (yes really) feature... toilets!

I'm hoping to have 0.42 live on Steam by Rezzed. We are looking forward to and are now very close to getting the native creatures in the game. They are currently in a stage of final visual design. They are going to be very awesome.

Demodulated but not read.


I love the smell of solvent in the morning.


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.

Launch Party

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.

That's all for now folks!




Good morning!

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.

Buy wellies while the sun shines.
Buy wellies while the sun shines.

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...


The Steam Launch


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, my Kickstarter messages got totally swamped)