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 (384) - 89% of the 384 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (8,886) - 91% of the 8,886 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 (34)

March 8

Ranching Upgrade Mark I Preview Now Available!

Hello friends!

As we know life always finds a way, and it seems the colony is no different. At lodng last, the critters of the asteroid have begun sustaining themselves thanks to the Ranching Upgrade Mark I. When a critter's needs are all met and they're kept in the right conditions, they can now lay brand new eggs. These can be incubated to hatch new critters, or just used as a delicious source of protein (shh, don't tell them!).

There have also been several other exciting discoveries: The Duplicants have finally gotten their priorities straight with new Priority and Urgency systems, and have begun compiling an extensive Database of useful knowledge about their world! Just in time too, because new geological disturbances have appeared which may require further investigation...

If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you!

What does this preview contain so far?

The following content is available in the Ranching Upgrade Mark I preview:
    New Ranching Gameplay
    • New Rancher job
    • Critter wrangling
    • Critter needs and conditions
    • Critter reproduction (Eggs!)
    • Critter Feeders
    • Grooming Stations
    • Incubators
    • Critter relocation buildings now lower tech
    Info Database screen
    • Extended descriptions for many entries
    Errand Priorities screen
    • Added more controls for job prioritization
    • Renamed errand priority "Urgency" to distinguish from individual Duplicant priorities
    • Added optional auto-prioritization for job-related errands
    New geyser types
    • More geysers in each new world
    • Variable outputs and dormancy cycles
Check the patch notes for the most up-to-date changes!

For more information and instructions on how to access the preview build check out the post on the official forums: https://forums.kleientertainment.com/topic/88444-ranching-upgrade-mark-i-preview-now-available-258691

HOTFIX - 258798
  • Morbs should once again spit out polluted oxygen.
  • Wrangle tool now displays hover text if you try to wrangle a creature which cannot be wrangled.
  • Hatches should now properly display the 'buried object' marker when spawned inside of a solid tile. This change requires a new world to be generated.
  • Hatches should no longer 'freak out' when landing
  • Creature info panels should now display what is required to capture the creature
  • Build menu should no longer be offset when creating a new game
  • Rancher job now has a ranching perk
  • Main menu should no longer stutter when you have lots of save files.
  • Duplicants can no longer rangle burried hatches.
  • Creatures should now consume the appropriate amount of calories every cycle.

HOTFIX -259043
  • Dupes should no longer ignore sweeping.
  • Slickster should now produce oil instead of slime.
  • Morbs should once again spawn slime on death.
  • Creatures should no longer have blank status items.
  • Omelette recipe should properly display it's ingredients.
  • You can now type to filter elements in the debug element painter.
  • Creatures should now spawn with non zero calories
  • Misc crash fixes.
  • Thermo Sensor should now bring up the automation overlay instead of the power overlay.
  • Creatures should properly eat from the feeder when hungry.
  • Dead dupes should now be properly considered dead after save/load.
  • Chlorine geysers should no longer be missing in newly created worlds.
  • "Unreachable Dig" status item should disappear when it is no longer true.
  • Incubator now requires 240 watts instead of 120.
  • Eggs should now rot.
  • Incubators prevent eggs from rotting.

HOTFIX - 259080
  • Fixed a crash that could occur if a creature was interrupted on the way to the Grooming Station.
  • Fixed a crash that could occur if you killed a creature.

HOTFIX - 259633
  • Critter feeder now organizes it's storage options by creature diet.
  • Creatures now start off wild and become tame after being groomed for a couple of cycles.
  • Wild creatures consume/produce much less than tame creatures.
  • Broad tuning pass on creature consumption/production to account for their life cycles.
  • Creatures should now die if they run out of calories.
  • Geyser are now dormant for a shorter portion of their "big cycle".
  • Improved studied geyser status items.
  • Creatures should now spawn with the appropriate max health.
  • Hatches should no longer spawn in the air when starting a new game.
  • Creatures will now get overcrowded if too many of them are in the same room.
  • Morbs should no longer get stuck spawning polluted oxygen.
  • Using a specific world gen seed should now always spawn the same type of geysers in the same locations.
  • Auto-Sweeper can no longer sweep through Mesh/AirFlow tiles.
  • Fixed an issue where the simulation was destroying gas mass.
  • The priorities screen now allows you to cycle back to auto-assigned(the wrench) if you've manually changed it.
  • Fixed a crash that could occur when browsing the database.
  • Ranchers should no longer try and ranch burrowed hatches.
  • Several databse link fixes.
  • Fixed an issue where the wrong autosave file was being deleted.
  • Fixed crash that could occur when fighting creatures.
  • Fixed a crash that could occur if a creature could no longer reach their ranch station.
  • Debug paint tools now have an eye dropper tool.

HOTFIX - 259840
  • Fixed some performance issues with creatures.
  • Fixed duplicate buildings category in database.
  • Fixed another ranch station crash.
  • Hatches no longer eat non solid elements.
  • Creatures should now prioritize eating out of feeders.
  • New "Database entry not found" page.
  • Grooming station is now prioritizable.
  • Critter drop-off point is now prioritizable.
  • Duplicants should once again take their medicine.

HOTFIX - 260234
  • puft should no longer infinitely inhale
  • creatures should no longer poop out literal tonnes of material
  • fixed a crash that could occur when using a translation containing a database link within a database link
  • removed industrial machinery restriction from creature pen
  • suit locker should now be prioritizable
  • bag created by rangling burrowed hatches should now appear on the ground
  • info screen title label is slightly larger to accomodate different font sizes
  • hatches should no longer be constipated after eating phosphorite
  • fixed layering when dropping eggs from incubator
  • resource screen should now list liquifiable items
  • dupes should no longer ignore showering
  • database button for buildings under consutrction should now work
  • fixed an issue where the travel tube launcher and steam turbine were not
  • responding to their automation inputs
  • items carried by Duplicant should no longer melt during transit preventing
  • infinite fetching loops where Duplicant's would keep failing to transfer small amounts of ore
  • Creatures should no longer starve when offscreen
  • fixed a memory/performance leak
102 comments Read more

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.
151 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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