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You start with three duplicants, a printing pod, and a pocket of breathable air. The rest is up to you, and the game wastes no time making that clear. Oxygen Not Included is Klei Entertainment's colony sim about keeping a small crew alive underground while you dig, build, and plan for problems that haven't happened yet.

  • Duplicants develop skills as they work — some take naturally to digging, others get by on creative problem solving.
  • Every colonist needs food, sleep, and a bladder break. You track fullness, stress, and workload constantly.
  • Consuming resources creates waste, and waste left alone can spiral into a chain of diseases.
  • The simulation covers gases, liquids, temperature, and pressure — build carefully or watch systems fail.
  • Version 744825, released July 28, 2026, is a hotfix that smooths out a few rough edges without changing the core loop.
  • You get the full game in Russian, English, Simplified Chinese, and Korean.

If you like watching small systems interact in ways you didn't expect, this one keeps giving. The learning curve is real, but so is the satisfaction when a base finally holds together on its own.

A fresh colony, from one restless player’s evening

A teacher I know fires up Oxygen Not Included after grading papers. She doesn’t want a power fantasy — she wants a puzzle that breathes. One evening, she picked the swampy asteroid start, not realizing how fast polluted oxygen and slimelung would corner her duplicants. Within six cycles, two were sick and the outhouse was backed up. Instead of restarting, she walled off the contaminated zone, rushed deodorizers, and set a triage cot by the printing pod. The colony limped along for thirty more cycles on fried mush bars and tense micromanagement. She told me later it was the most satisfying failure she’d had in a game all year. The simulation didn’t pull punches, and she had to learn gas layering and disease vectors just to buy her duplicants another morning. That’s the game’s quiet promise — you’re never handed a solution, only the tools to stumble toward one.

Social chaos vs. oxygen math

Oxygen Not Included shares shelf space with a few heavyweights, and each one scratches a different itch.

RimWorld puts storytelling and social chaos front and center. Colonists form rivalries, fall in love, and lose limbs. Oxygen Not Included cares far less about narrative and far more about physics. You’re not managing personalities in quite the same way; you’re managing gas pressure, thermal conductivity, and pipe throughput. Both games punish hubris, but RimWorld hits you with a raid while Oxygen Not Included suffocates your farmer because you dug one tile too far.

Dwarf Fortress is the grandparent of the genre, with staggering depth and a legendary learning curve. Oxygen Not Included simplifies nothing about systems interaction — gases, liquids, and temperatures all behave by consistent rules — but it wraps everything in approachable art and a side-view layout that makes fluid dynamics readable at a glance. You get hardcore simulation without ASCII graphics and nested menus.

Factorio focuses on logistics and production chains on a planetary scale. Oxygen Not Included shrinks the scope to a handful of duplicants in a cramped asteroid. You still optimize supply lines, but every machine you build generates heat you have to dump somewhere, and every breath of oxygen comes from somewhere. It’s Factorio’s factory logic smashed into a terrarium with survival stakes.

Ten-minute cycles, pause-anywhere trap

Is this a game you can play in short sessions, or does it swallow evenings? Both, honestly. One cycle takes about ten minutes if you’re watching closely, and you can pause anytime. But the classic rhythm is “one more cycle” until 1 a.m. You’re safe if you can resist the urge to fix one more oxygen shortage before bed. If you can’t, the game will happily eat your evening.

Do I need a guide to enjoy it, or can I learn by failing? The asteroid teaches you fast. Your first colony will die — probably from starvation, suffocation, or heat stroke — and that’s part of the design. Guides help when you want to understand pipe bridges, liquid locks, or advanced ranching setups, but you’ll get ten hours of discovery before you feel the need to look anything up. The tooltips and in-game database cover the basics well enough to start.

Will it run on an older Mac without dedicated graphics? The hotfix in version 744825 specifically addressed a liquid rendering bug on older graphics cards and optimized some textures and the liquid texture array to ease graphics memory usage. If your machine meets the macOS requirements, the sim should chug along at playable speeds on lower settings — just keep colony sizes modest and gas overlays toggled off when you’re not troubleshooting airflow.

A workflow: stabilizing oxygen on cycle 20

Oxygen is the first resource that spirals out of control, so here’s how an experienced player stabilizes it early, step by step.

First, pause the game and open the oxygen overlay. Scan for pockets of carbon dioxide pooling at the bottom of the base and note which rooms are dropping below breathable levels. Unpause long enough for a couple of duplicants to finish their current tasks, then set build priorities.

Build two oxygen diffusers on opposite sides of the living quarters, spaced so airflow tiles can bridge them. Connect each to a manual generator with a short wire run — no transformers yet; you just need uptime. Set both diffusers to priority 7 so duplicants fill them before less urgent jobs. If algae stocks are low, queue a dig command into a nearby slime biome and place a storage bin set to accept only algae, priority 6, near the diffusers.

Place airflow tiles every four blocks in the floors above and below the diffusers. This lets carbon dioxide sink naturally while oxygen spreads horizontally. Dig a two-tile-wide shaft from the sleeping quarters down to a carbon skimmer pit and let the skimmer scrub the heavy stuff. If power flickers, run a hamster wheel dedicated to the skimmer circuit until coal generators come online.

Watch gas pressure for two full cycles. If oxygen density stays above 500 grams in living areas, the setup is working. If not, check for blocked airflow or a duplicant who stopped delivering algae because they were stressed. Handle that stress with a massage table or an extra downtime slot. Once pressure holds, you’ve bought yourself ten cycles to explore and expand without a suffocation spiral behind you.

The whole sequence takes about fifteen minutes real time, and it leaves the colony ready for the next crisis — which is probably food, or heat, or both. That’s the loop. You fix oxygen, something else breaks, and you learn the asteroid a little better each time.

Questions I actually get

Is Oxygen Not Included hard to learn?

The basics come quickly, but keeping a large colony alive takes planning. Expect to restart a few times before things click.

What does each colonist need?

Food with a surplus, sleep, and attention to bladder fullness, stress, and workload. Neglect one and the others start to suffer.

Does waste matter in the game?

Yes. Everything consumed creates waste, and waste left sitting can lead to a chain of diseases that spreads through the colony.

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