You begin building a small base designed to help you survive in a hostile environment full of natural disasters, such as solar flares causing fire tornadoes and noxious, exploding meteors that affect the whole planet. You soon realize that not only the environment is trying to kill you, but some of the wildlife is also not keen in having you trespass on their land. Most survival games expect you to survive with little challenge and little difficulty thrown at you. We wanted to change that static type of game play, so we created a dynamic and ever changing environment. You think you’re peacefully farming carrots? Think again, a raid of spaceships just appeared above your base, raining down fire on you and everything you own.


Gaia began sometime in February 2018 as a hobby project while finishing up university. It was nothing but a prototype out of a dozen other nameless prototypes which didn’t make the cut. This prototype seemed to have the most promise out of all of them, so serious development soon began a month later. It remained nameless for a few more months after that, as it was hard figuring out what kind of game it even was. At first, it was just another third person shooter with some very basic base building aspects. Soon enough, natural disasters such as fire tornadoes, solar eclipses and nuclear explosions made an appearance as random events designed to keep the player on their toes. The nuclear explosion event turned into an atmospheric meteor explosion since the idea of having nuclear explosions on a supposedly uninhabited planet didn’t make much sense.

Fast forward to June 2018 and the prototype started looking like a real game. Animal, human, creature and space AI was added into the game, as well as farming, crafting, trading and raids. The maps were only 2km by 2km big, but they were completely procedural as that was the original intention of Gaia. Sadly, this aspect posed many problems. The most important ones were that the loading times were huge and the quality of the procedurally made terrains was lackluster. They had unreachable spots on them, at least by the AI, so you could easily find a place where to build and never worry about raids and many other dangers. This is why fully procedural terrains were dropped. Instead, maps are now 8km by 8km in size but they also keep some procedural aspects, such as resources or trees.

A month after that, Gaia went public. Although far from finished, even for an Early Access title, Gaia got its own Upcoming Page on Steam to gauge public interest and the interest was very high! It shot up into the top 10% of most followed games on Steam in a matter of months.


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Most videos below are from the early days.

Second ever trailer, circa January 2019

First ever trailer, circa July 2018


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Logo & Icon

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