Oxygen Not Included is a space-colony simulation game. Deep inside an alien space rock your industrious crew will need to master science, overcome strange new lifeforms, and harness incredible space tech to survive, and possibly, thrive.
Recent Reviews:
Very Positive (551) - 89% of the 551 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (8,673) - 91% of the 8,673 user reviews for this game are positive.
Release Date:
May 18, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Since 2012, Klei has used Early Access as a tool to gather feedback and build our games in collaboration with our community, producing games like Don’t Starve, Don’t Starve Together and Invisible Inc.. We’ve found this process works for us, and we hope you find it works for you, too.

Our current project, Oxygen Not Included, has already majorly benefited from the feedback provided by players during its Alpha period. By releasing this game in Early Access, we hope to continue to grow our community and get more people involved in its development.”

Approximately how long will this game be in Early Access?

“We still have a lot more in store for Oxygen Not Included, and plan to continue growing and updating the game well into 2018.”

How is the full version planned to differ from the Early Access version?

“The plan for the full version of Oxygen Not Included is to create even more content to allow players to manipulate, automate, and harness the world their Duplicants live in. Duplicants will also become more robust as their needs and abilities evolve over time. To complement this, there will be new biomes to discover, new creatures to interact with, world events to deal with, and more.

We will also be exploring the lore of the game, slowly uncovering the history of the world and why the duplicants are trapped on a giant rock hurtling through space.

Mod support is also very important to us, so we expect to have full workshop support by launch or shortly thereafter.”

What is the current state of the Early Access version?

“Oxygen Not Included currently contains all the core systems that will be evolved and iterated upon during Early Access such as thermodynamics, density, plumbing, stress and hunger. The game has already been played by over 150,000 players in its current state, many of whom report hundreds of hours played. We’re amazed by the breadth and depth of creations that players have made and we’re looking forward to building upon that.”

Will the game be priced differently during and after Early Access?

“The base price may be increased upon release from Early Access.”

How are you planning on involving the Community in your development process?

“We're continually talking to our community about our design process and keeping them informed of our decisions and improvements with regular updates. Please join the discussion on our forums at http://forums.kleientertainment.com/forum/118-oxygen-not-included/”
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Recent updates View all (33)

February 8

Oxygen Not Included - Occupational Upgrade Available Now!

In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.
...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!

What's New?

Duplicant Jobs
With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
  • New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
  • Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
  • New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
  • Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
  • Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
  • New Stations and Rooms:
    • Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
    • Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
    • Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
  • Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
  • Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
  • New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
  • Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
  • Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
  • Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
  • Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
    • Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
    • Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
    • Meal Lice now require fertilization with Dirt
    • Higher tier food production should now be more viable
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!

What about Priorities?
During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates.
Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks!
We hope you'll all enjoy the new Occupational Upgrade. Now back to work!

[Game Hotfix] 254700 - 2/09/2018
  • Colored status lines should now work correctly.
  • Toilet cleaning should no longer require assignemnt.
  • Repairing should no longer require assignment.
  • Fixed missing shipping icon.
  • Thermo sensor max threshold increased.
  • Fixed issues with power consumption/loss reports.
  • Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
  • Misc crash fixes.
[Game Hotfix] 254781 - 2/09/2018
  • Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Hotfix] 255486 - 2/16/2018
  • Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
  • Fixed a crash that could occur when a plant died inside of a room with a farming station.
  • Dead dupes should no longer be able to master jobs.
  • Luxury Bed should once again give an extra stamina bonus.
  • Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
  • Fixed all toilet and mess tables being assigned to the med bay.
[Game Hotfix] 255502 - 2/16/2018
  • Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Hotfix] 255716 - 2/19/2018
  • Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
  • Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
  • Adjusted falloff effect of various sound effects.
  • Exosuit Sprinter perk should now be properly applied after mastery of the role.
  • Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Hotfix] 256131 - 2/21/2018
  • Duplicants should no longer drop ore inside/through the floor when switching tasks.
  • Falling ore now has a max velocity which should prevent it from falling through tiles.
  • Fixed a bug where perk attributes were sometimes not persisting after switching roles.
  • Fixed a problem with certain save files were stuck in an infinite load.
143 comments Read more

February 2

[Preview Update] - Hotfix 253538 and a note about priority

Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update.

Please keep posting your feedback, we really appreciate it!
  • Priorities are now 1-9.
  • Jobs now affect priority within a single priority level (e.g. will prefer one prio 5 task over another prio 5 task) rather than across priority levels (6 is always higher than 5 no matter what)
  • Job perks are now permanent upon mastery of the job. The expectations of the highest mastered/assigned job determine the duplicant's expectations
  • Job attribute bonuses adjust to account for permanent perks
  • Jobs can only be changed at the Jobs Desk, construct one to unlock job management
  • A larger number of Duplicants can be assigned to a single job
  • Re-enabled attribute leveling, reduced max attribute base level to 20
  • Reintroduced strength attribute to determine carrying amount
  • Athletics is rolled separately from other attributes, and no jobs directly buff athletics anymore
  • Add experience gaining and attribute speed bonuses for more chore types
  • Steam turbine should properly stop if entombed or disabled
  • Dupes will now wait for materials to be delivered before digging out any building which affects locomotion including tiles, ladders, fire poles and the pitcher pump. They will however dig out ladders/fire poles without waiting for materials if the job is attached to an existing ladder/fire pole.
  • Liquids will now only sublimate to a max pressure.
  • Conveyor contents should no longer melt when loading a save file.
  • Multiple instances of a building in a room should now be porperly considered inside that room.
  • Fixed a crash that could occur if a door was destroyed the frame after it received a logic signal.
  • Dig damage texture should no longer disappear just before a tile is properly dug out.
  • Fixed an issue where Duplicants would become unselectable.
  • Tiles can no longer be build on top of Tempshift Plates.
  • Duplicant portraits should now be displaying the proper hats in the vitals/consumables screens.
  • Coal Generator is now automatable.
  • Duplicant job progression is now displayed at the bottom of the stats tab.
  • Duplicants with jobs should now properly prioritize the Massage Table if it is the highest set player prioritized building.
HOTFIX - 253600
  • Fixed a crash that could occur when using transfer arms.
  • Fixed another bug with dupe selection.
HOTFIX - 253894
  • Broad retuning of attribute leveling to even out the progress between different attribute types and put them on a new curve
  • New artwork and effects for digging hard rocks, power tinkering, and ore pickup and delivery
  • Refined Conveyor Loader, Conveyor Bridge, and Smart Locker art
  • Previously mastered jobs' perks are correctly loaded from save
  • Sound effects for Power Control Station and Steam Turbine
  • Removed Job-related subpriorities altogether, due to further knock-ons and hard-to-discern Dupe behaviour
  • Fix crash loading some older saves that had jobs assigned
  • Batteries report charge loss
  • Added Smart Battery sound effects
  • Job perks won't apply more than once
  • Updated Disease Sensor artwork
  • Tweaks to battery refill meter behaviour
  • Disease sensor sound effects
  • Jobs now show how many Duplicants have mastered that job in total
  • Shine Bug idle voice is much less frequent
  • Fix crash when Auto-Sweepers try taking medication
  • Fix crash when an item is being repaired and gets destroyed
  • Fix crash when displaying crew portraits
  • Food rotting notification has been downgraded
  • Tweaks to Printing Pod sound effects
  • Fix crash that could be caused by logic-controlled doors
  • Fix details and stats panels showing information from the previously selected entity
  • Lots of tweaks and adjustments to Jobs text and tooltips
  • Turbine now works even if it doesn't have steam above it
  • Auto-Sweepers no longer try to put everything in everything
HOTFIX - 253949
  • Fixed a crash that could occur during combat.
HOTFIX - 254072
  • Duplicant stats panel now contains perk information.
  • Vitals panel should now lists expectations.
  • Fixed incorrect Auto-Sweeper angle with some rotations.
  • Dupes should no longer tinker at disabled buildings.
  • Conveyor rails should now have their own deconstruct filter.
  • Tinker stations are no longer assignable. Now anyone can work them if they have the perk.
  • Fixed an issue where liquids and gases could incorrectly state transition when being put into a pipe.
  • Steam Turbine is now automatable.
  • Removed "\t" from strings because certain fonts didn't support it.
  • Fixed a crash that could occur when selecting an object.
  • Fixed a crash that could occur when deconstructing a building under repair.
  • Increased the specific heat capacity of Igneous Rock/Magma/Rock Gas to 1
  • Fixed an issue where Dupes would appear bald when entering the Transit Tubes.
  • Anemic should now affect athletics instead of strength.
  • Steam turbine should no longer function when its inputs are blocked.
  • Reduced the temperature requirements on the input steam.
  • Steam Turbine should once again spit out steam when active.
HOTFIX - 254091
  • Fixed a crash that could occur when tending plants.
HOTFIX - 2543021
  • Buildings overheat temperature should no longer be way higher than intended after save/load.
  • Jobs screen lines should render properly at different UI scales.
  • Fixed chores not displaying tooltips.
  • Dead Duplicants should no longer appear in the Jobs screen.
  • Duplicants should no longer get stuck "Unemployed" when making frequent job changes.
  • Fixed an issue where some of the hover text would turn red.
  • Fixed a crash that could occur when placing wires/pipes.
  • Fixed a crash that could occur when placing buildings at the edge of the map.
  • Fixed a crash that could occur when using the Auto-Sweeper.
  • Fixed an issue where you sometimes couldn't properly toggle buildings on and off unless they were assigned.
  • Fixed an animation issue that could occur if a Dupe was tinkering with a building while it was in use.
  • Light sources should properly update which tiles are lit at the edge of their radius when tiles are dug out.
113 comments Read more
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About This Game

In the space-colony simulation game Oxygen Not Included you’ll find that scarcities of oxygen, warmth and sustenance are constant threats to your colony's survival. Guide colonists through the perils of subterranean asteroid living and watch as their population grows until they're not simply surviving, but thriving...

Just make sure you don't forget to breathe.

Build Extensive Bases and Discover What it Takes to Survive:

Everything in your space colony is under your control, from excavation and resource allocation right down to plumbing and power systems. Resources will begin depleting with your first breath, however, so be sure to dig fast if you want to live.

It’s Mind Over Matter with Stress Simulations:

Keep the psychological impact of survival at bay with fun leisure activities, great accommodations and even better food for your colony. Duplicants each have different and potentially destructive ways of reacting to stress, so be sure to always keep them happy. Whatever the cost.

Avoid Boiling with Thermodynamics:

Temperature control is a constant concern in space; too cold and you'll freeze, too hot and you'll fry. Keep tabs on ambient environmental temperatures and your colony's heat production to maintain a nice, cozy atmosphere for your colonists.

Enhance Efficiency through Complex Gas and Liquid Simulations:

Create interlocking pipe systems to swiftly deliver fuel and liquid to critical areas of your base. Plan well and be rewarded as your colony transforms into an imperishable, well-oiled machine.

Take Charge with Power Grid Simulations

Choose from a multitude of power sources including coal, hydrogen, natural gas or just plain old elbow grease. Manage power runoff, circuit overloads and meltdowns to keep your colony running smoothly.

Always Keep Yourself Breathing:

Enter the Oxygen Overlay and watch air moving through your base in real time. Monitor carbon dioxide accumulation and oversee oxygen generation processes to mold your colony into a veritable deep-space oasis.

Waste Nothing through Extreme Recycling

Make use of every last resource for a base that truly exemplifies efficiency. Recycle waste into precious fuel, process unbreathable gas into air or harness the natural bodily processes of wild creatures for food. If you’re clever, you might even be able to run a base off colonist farts.

Explore Diverse, Procedurally Generated New Worlds:

Summon new worlds with a push of a button. Experience tons of untamed space rocks, then suffocate to death in them!

System Requirements

Mac OS X
SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 (64 bit)
    • Processor: Dual Core 2 GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • OS: OSX 10.9
    • Processor: Dual Core 2 GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
    • Storage: 2 GB available space
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 14.04
    • Processor: Dual Core 2 GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
    • Storage: 2 GB available space
    • Requires a 64-bit processor and operating system

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