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Title: Maia
Genre: , , ,
Developer:
Publisher:
Release Date: 3 Dec, 2013
What the developers have to say:
Why Early Access?
&Hi! Thanks for checking out our early access release of Maia. Alpha access gives us the unique opportunity to work with the community and craft the game together. Maia is a game with unprecedented complexity, and developing features directly with our players allows us to refine these intricate game systems to create a world that really feels alive.&
Approximately how long will this game be in Early Access?
&We want to keep development hurtling forwards at a steady rate and plan to release update builds once a month as the game progresses. (You'll often see smaller updates go out sooner as we push out important fixes as soon as we have tested them.)
We just released 0.55! After that we will be releasing the campaign, extra single player maps and full modding tools over the coming months, whilst refining the game and adding greater depth to the content.&
How is the full version planned to differ from the Early Access version?
&We plan for the full version of the game will have a complete single player campaign as well as the current sandbox mode. The campaign will last between 10-18 hours, depending on the player, but we expect the sandbox mode and additional single player maps (and of course mods) to give the player potentially endless replayability.&
What is the current state of the Early Access version?
&The game is still very deep in development, so many things might be broken. Sometimes in a rather amusing manner, sometimes... less so. The current sandbox build (0.57) has the core game play of colony building, colonist interaction and base simulation, the best is still to come.&
Will the game be priced differently during and after Early Access?
&We have priced the game at a reasonable price to avoid people impulse buying the game in it's early state. Once the campaign is in, and the community feels that we have hit the right level of quality, we will be raising the price to reflect it.&
How are you planning on involving the Community in your development process?
&We try to read every forum post and email sent to us and work hard to consider and incorporate peoples feedback into the game.
You can follow updates and give us feedback on the game via Twitter on @Maia and on .
you can view changes going into the game in real time as we develop it.
IRC users can join us on #maiagame on Quakenet. If you want to talk directly to me, the developer, I am @Simoroth on Twitter!&
Recent updates
30 November
I hope everyone enjoyed trying out the latest update over the weekend. I've been working like a mule to smooth off a few of the rough edges.
Here's the main changes gone in over the last few days.
Sweating reduced to 2 litres per hour equivalent. If a colonist has 1 litres of sweat on their body, sweating now stops.
Grass is no longer an impediment to path finding.
Utility robots and colonists can now crush grass when going over it.
More grass spawned on the world, better clumping.
Email system scrolls to newest email if the user does not have one open and is not mousing over the &scroll back& button.
Potential fix for colonists complaining about no minerals when there is a hopper available.
Removal of confusing save and load buttons on game hud
Fix for announcer seldonly causing a crash when fire is started in an unknown room.
Fix for announcer announcing fires instead of rations low.
Fix for announcer announcing power depletion instead of power low.
Removal of strange 1MW output claim on wind turbine text.
32 bit exe updated for people on ancient Windows.
Research room incorrectly labelled.
Incomplete door no longer suffers mechanical damage.
Incomplete door no longer blocks atmosphere.
AI agents now have a temperature weight (in addition to distance and need fulfilment). This weight reduces the chance of picking a task by 2.5% for every 10 degrees C away from 21 degrees Celsius.
Minerals in storage room now have a higher needs fulfilment for colonists than those in excavated areas. Minerals in the hopper now have a slightly higher needs fulfilment than those in the storage room.
Unbuilt doors can no longer be locked.
Colonist action level fixed to correctly change fatigue.
Chance of yawning increased when tired.
Fatigue fixes and balancing.
Colonist perspiration and ambient heat loss balancing. Fix for excessive sweating.
Sweat, ventilation and misc bodily water loss updated with better science.
Ventilations effect on room atmosphere now more accurately simulated, taking into better account lung capacity, CO2 toxicity and breath rate.
Potential fix for energy storage depleted complaint from Announcer.
Atmosphere generator output increased slightly.
Fix for lander lockups when there are no spots for a landing.
Linux lib issues fixed which were preventing the game from starting on some systems.
Small lighting system performance optimisation.
Again thanks for all the bug reports and save files.
I'll be releasing 0.60 quite soon. We haven't quite nailed down the feature list yet, but it should bring a few very anticipated things from the road map.
Keep up to date with the progress of the game on
24 November
Maia 0.59 is now live. This update brings the threat of dangerous alien creature incursions into the base. Don't panic! Your colonists are now armed and ready for them, with new patrol behaviours to hunt down and eradicate the threat. 0.59 also brings a multitude of cool new features, such as the command and control room, new UI changes, AI updates and hundreds of bug fixes.
Here's a video of me showcasing some of the new features:
Invasions.
The local creatures are now far more likely to breach a base that sits within their territory. They may enter to steal livestock and rations or just to mark their territory by destroying your vital equipment. Colonists are ready for them however with new side arms and patrol behaviours to locate and destroy the intruders.
Special Stuff
Not all the local wildlife is a menace. With ecological research, the nocturnal aliens can now be captured, domesticated, bred and slaughtered for high quality tasty food production.
Overseer
The new command and control room gives your colonists better command oversight of your base. It lifts the population cap and provides a map table that gives insight to the movement of colonists and threats to your base. It's thermal mode allows you to spot issues with heat distribution within your network of rooms.
Easy Reading
UI accessibility has taken a step forward with a new dyslexic mode for the game that presents a dyslexia friendly font and increases text sizes throughout the game. Dynamic drop shadows have also been added on overlay text to ease reading in high contrast scenes and many button behaviours have been tweaked to stop misclicks and other small annoyances.
T'annoy
Several base announcements have been added to provide feedback for many base systems such as power grid issues, blackouts caused by solar storms and energy storage depletion. The announcer will also warn of incoming natural disasters, base events and fire emergencies.
Basophobia
The games's pathfinding systems have been improved, which should lead to less issues with complex build orders and also see greater performance gains on low end machines.
Rough change log since 0.58:
Colonists now carry and use sidearms.
Colonists will now patrol inside the base .
Colonists with markspersonship skills are now more effective at shooting.
Rifle firing outside is better in synced in sound and animation. Includes tracer rounds pfx.
Alien protobirds can now eat ration packs, dead voxnocturnus and also... other protobirds.
Protobirds can attack worklights and other base equipment.
Alien bum scooting animations no longer give the creatures too much velocity.
Sound lure now makes voxnocturnus clicking sounds .
Dyslexic mode added and several GUI changes made for readability.
2x MSAA added.
Door frames can now be built without materials, but require them to be completed.
Flare burn time now saved to stop them all reigniting on load and creating a headache inducing din.
New colonist emails to ask for medical and research rooms.
IMP AI tightened up to prevent dawdling.
IMP sound and pfx synced to animations.
Many more objects generate heat from wasted electricity.
Super capacitor energy storage now degrades much slower.
Object holograms given bases to aid placement.
Base announcements for fires, earthquakes, solar events, energy storage depletion and more.
Utility robot wheels now kick up dirt.
Damage particle effects added to many objects.
Control room added. Colonist cap reduced to eight, control room raises that to 12.
Map table added with sonic mapping and thermal mapping modes.
New research for alien domestication and captive breeding.
Some research perks now have prerequisite research that is needed before they can be discovered.
Medical bed interaction point moved to stop colonists getting stuck using it.
Chicken wandering behaviour fixes. They will now seek out the livestock room faster and not wander out of it so much.
IMP pathfinding and framerate issues fixed when stuck in in anomalous locations.
Room update improvements and optimisations. Larger bases supported.
Fix for occasional bug where a room tile is not deletable on right click.
Fix for loads failing because the ongoing mission flag was not set and the game exiting back to menu in the blink of an eye.
Atmosphere spread in subrooms of large blue casing areas fixed and optimised.
New colonist surnames added.
Game world rendering improved and optimised.
Airlocks no longer cause intermittent pathfinding blockage. Reducing the chance of issues with building outside.
Rooms no longer locked on startup allowing colonists to wander about before an initial room is placed.
Crop blight adjusted to be less predictable.
Colonists will now assign a higher priority to body-bagging up corpses.
IMPs will no longer use hoppers when not carrying enough materials.
Flywheel integrity degradation adjusted, colonists will consequently no longer spend as much time trying to fix them as a high priority task.
AI agent path verification on world changes optimised. Building, locking doors, cave ins and digging should cause less CPU spikes.
Colonist and IMP idle behaviours now checked against reachable sectors. Should reduce failed pathfinds and improve performance.
Dog pathfinding optimised.
Cat pathfinding optimised.
Several spelling mistakes fixed
Potential data corruption fixes.
Every item in the game now has a very simple description of what it does in general terms when placing it.
Basic food production added to the tutorial.
Basic explanation of the heat mechanics added to the tutorial
Colonist requests can now be answered with a y/n key press. Those are rebindable in the menu options.
Build priority added to the tutorial. (Double click on items to set them higher!)
Objects no longer maintain high priority after being built.
Cave ins and structural weaknesses no longer persist between level changes. This may also prevent a crash.
Colonists will now be less likely to over run when approaching an object. Stopping them getting stuck in and behind things.
Dracaena plant selection fixed and readded to the game.
More rooms given the selection of three aesthetic plants.
Aesthetic plants no longer spread blight.
Aesthetic plants no longer show Kj of energy stored in them like food plants as they are quite inedible.
Colonists will no longer join a team meeting if they are already going to an action with a high need.
Sounds added for loading and saving and for successful and failed loads.
Greyed out buttons now capture input so elements behind them can not be clicked on.
When an email is open no left or right clicks will be accepted apart from to the email manager buttons.
Emails can be dismissed with a right click.
No input is accepted for a fraction of a moment after closing an email to prevent misclicks that might cause dig orders etc to be placed.
Hud no longer updates when the player is in first person, stopping it grabbing input or applying the screen darkening effect.
Chickens no longer self destruct after being on fire if there are two or less remaining.
Building materials no longer placeable in workshop or storage room to reduce player confusion (Colonists will automatically move surplus materials from the smelter to the shelves).
The colonists will no longer present the player with any choices in the first few minutes of game play.
Engine draw call optimisation.
32 bit exe updated.
I'll be back soon with our next update in December. Here's a rough roadmap of what to look forward to as we approach Beta and then release.
If you like these updates be sure to drop us feedback via
and Steam reviews.
Report bugs and leave feedback for this game on the discussion boards
About This Game
Maia is a strange and hostile alien world, toxic to humans, yet lush with new life. Your mission is to colonise this poison eden, survive it's dangers and establish humanity's first foothold in the stars. Created by independent developer Simon Roth, Maia is a space colony simulation game about surviving and thriving on another world.
Burrow into Maia's mineral rich crust to build and manage a complex base that fulfills your colonist's needs. They'll need somewhere to sleep, somewhere to build and a steady supply of food, water and energy.
Twelve light years from earth, the planet 3452C[Maia] circles Tau Ceti. Its atmosphere is toxic, its surface is ravaged by solar flares and meteor blasts and its unstable crust is constantly shifted by earthquakes. Nevertheless, it is theoretically habitable. Explore Maia through a series of vast procedurally generated mission areas, each one up to 2km by 2km in size.
In addition to the sandbox mode players can take on four specific missions, with more to come in updates. Deal with an influx of refugees from a stricken space station in Cassiopeia, survive the perpetual night of arctic winter in The Twilight Zone, study Maia's local ecosystem in SN1572 and begin to terraform the planet in the shadow of an active volcano in Stratospheric Sulphates.
Maia is a hard science fiction game based on real or extrapolated technology. Some of the colonist's tools have been brought with them, but others must be fabricated from what they can find. Once your base is up and running colonists can begin to study the native environment researching new ways to use the flora and fauna of Maia to their advantage.
Maia's atmosphere is toxic to humans, so to keep safe you'll need carefully manage the atmosphere around your base with well placed airlocks, atmosphere generators, heaters and air vents. Air flow and heat circulation are realistically simulated, emulating the deadly challenge of surviving on an alien world.
In Maia you don't have direct control of your colonists, they operate on their own initiative, fulfilling their wants and needs. You'll need to take care of both their bodies and minds if you want any of them to survive.
Colonising an alien world isn't something humanity can do alone, instead they've created robotic helpers to do the jobs they don't want to. The I.M.P. robot digs through Maia's crust and collects useful minerals, while the Utility Repair Robot takes care of all that routine maintenance humans can't be bothered with.
Experience Maia through the eyes of your pet robots. Assume direct control and explore your base in first person, directly interacting with it by performing your robotic tasks. Become part of the world you've built.
To survive, your colonists will need to create and manage new sources of food, thus the people of Earth designed the genetically engineered super chicken, the Uberhuhn. With enough time and diligent research you can even begin to collect and herd the native wildlife of Maia. Unfortunately most of it tastes terrible.
Maia runs on a custom game engine made by independant developer Simon Roth. It is used exclusively in Maia and is purpose built specifically to support this game.
Maia's immersive sci-fi soundtrack adapts and responds to in game events, ensuring it always reflects the mood of the game.
Maia was inspired by games such as Dungeon Keeper, Theme Hospital and The Sims. It mixes strategy, management and construction with dark gallows humour about the many dangers of an alien world. Maia also draws from the retro future style of 1970s sci-fi.
A full story driven campaign, several hours long.
More rooms, and new base management systems.
Multiple bases.
More indigenous life forms and a functioning food chain.
Somewhat sassy computers.
Realistic water and lava simulation.
Cats with bee suits.
One of the great things about early access is being able to have players follow along with the game’s creation. This immediate feedback is extremely valuable to the games development. You can see our updates and give us feedback on the game via
or our . If you need some help with getting started in the game, you can check out our guides, head over to the
or sign up to the .
System Requirements
SteamOS + Linux
Minimum:
OS: Windows XP
Processor: Intel Core i3-3250 or AMD 6350
Memory: 2 GB RAM
Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
Storage: 2 GB available space
Recommended:
OS: Windows 7
Processor: Intel i5-3570K or AMD FX 8350
Memory: 4 GB RAM
Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
Storage: 2 GB available space
Minimum:
OS: Mavericks
Processor: Intel i5
Memory: 2 GB RAM
Graphics: Radeon HD 6750M
Storage: 4 GB available space
Recommended:
OS: Mavericks
Processor: Intel i5
Memory: 4 GB RAM
Graphics: NVidia 650M
Storage: 4 GB available space
Minimum:
OS: 64 bit
Processor: Intel Core i3-3250 or AMD 6350
Memory: 2 GB RAM
Graphics: Nvidia 260 or ATI 5770 - or equivilent with 1GB VRAM
Storage: 4 GB available space
Additional Notes: OpenGL 3.2 support is required.
Recommended:
OS: 64 bit
Processor: Intel i5-3570K or AMD FX 8350
Memory: 2 GB RAM
Graphics: Nvidia GTX 470 or ATI 5870 - or equivilent with 2GB VRAM
Storage: 4 GB available space
Additional Notes: OpenGL 3.2 support is required.
(C) Machine Studios Ltd
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