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 (301) - 90% of the 301 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (9,274) - 91% of the 9,274 user reviews for this game are positive.
Release Date:
18 May, 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 (36)

19 April

Ranching Upgrade Mark II Preview Is Here!

Hello friends!

It's the start of the third trimester for Ranching Upgrade Mark II. Through extensive breeding, Duplicants have begun observing strange eggs... could this be a new species variation? Or a whole new creature? In addition, they've just finally noticed how cute those freshly-hatched critters are!

Meanwhile, some industrious plumber Duplicant has been busy in the lab to bring us new pipes and sensors, and it's a good thing too, because there's more ports to plug those sensors into.

All this new automation has given the Duplicants a power complex, and they've decided to make the whole world their sandbox. Mind that temperature tool!

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 II preview:
  • New Critter Morphs -- by breeding creatures new kinds of eggs might be laid
    • Hatch Morphs
    • Shine Bug Morphs
    • Slickster Morphs
    • Puft Morphs
  • Baby critters added to the critter lifecycle
  • New critters:
    • Drecko
    • Drecko Morphs
    • Pacu
    • Pacu Morphs
  • Gaseous Element Sensor
  • In-pipe sensors (liquid and gas)
    • Germ sensor
    • Element sensor
    • Temperature sensor
  • Radiant pipes (liquid and gas)
  • Memory Bit logic component
  • Added logic ports to many more buildings
  • Sandbox Tools
    • Sandbox mode can be enabled on new custom games, or from the pause menu
Check the patch notes for the most up-to-date changes!

That's it! We hope you'll enjoy this preview of what's to come, and thank-you for your help testing out the new Upgrade! For more details on joining the preview branch, check out the official post.

[BETA PREVIEW HOTFIX] 264383 - 4/19/2018
  • Fix crash when pressing the "z" key
  • Baby critters will now call out occasionally
  • Creature's recent diet will properly load to become poop, no more mass loss
  • Cleaned up which creatures are listed in which feeders
  • Fix for missing scales in Drecko art
  • Basic Drecko is now a fibre producing critter, plastic Drecko is a Morph.
  • Updated Shine Bug egg and baby artwork
  • Tweaks to sub-priority selector

[BETA PREVIEW HOTFIX] 265004 - 4/19/2018
  • Tile hover text should now display correctly
  • Cursor should not longer get stuck looking like a hand
  • Sandbox UI should no longer appear offscreen
  • Possible fix for bottom right buttons not being clickable

[BETA PREVIEW HOTFIX] 265069 - 4/20/2018
  • Another potential fix for the bottom right buttons not being clickable
  • Tooltips on character select screen should now work
  • Baby creatures should no longer die of old age before they get a chance to grow up
  • Fixed a crash that could occur when cloning storage filter options
  • Fixed a crash that could occur when deconstructing switches
  • Pacus will slowly get tame from eating from the fish feeder

[BETA PREVIEW HOTFIX] 265092 - 4/20/2018
  • dupes should no longer sometimes appear to be invisible

[BETA PREVIEW HOTFIX] 265257 - 4/23/2018
  • Sleeping status item should no longer flicker on and off.
  • Sage Hatch babies should now turn into Sage Hatch adults.
  • Lightbug babies should now look like their parents.
  • Hatches should no longer disappear when laying an egg or being groomed.
  • Deconstructing the logic memory bit should no longer cause a crash.
  • Shearing station should now require power.
  • Dupes should no longer slide through doors.
  • Baby hatches should no longer try and burrow into the ground.
  • Loading a save file with dupes who are low on breath should no longer cause the dupes to be invisible.
  • Debug painting crushed rock should no longer cause a crash.

[BETA PREVIEW HOTFIX] 265438 - 4/24/2018
  • Potentially fixed the remaining issues with Duplicants turning invisible.
  • Pacus can no longer swim through two touching diagonal tiles.
  • Pacus can no longer swim through mesh tiles.
  • Pacus are slightly happy that they ate from a feeder.
  • Ore should no longer fall/disappear on conveyors.
  • Hat wearing Duplicant portraits should properly show their hat hair.
  • Fixed an issue where a significant amount of translated strings were not properly loaded.
  • Pipe overlays should render properly when using sandbox tools in an area covered by fog of war.
  • Stone hatch eggs should now spawn Stone Hatchlings instead of adults.
  • Layed eggs should now look like the creature that will hatch out of the egg instead of the creature that layed the egg.
  • Fixed some Light Bugs not hatching the correct babies.
  • Fixed Slicksters hatching as adults instead of babies.
  • Thermal conductivity for heat exchange is now based on the average conductivity of the two elements instead of the minimum. This should improve the temperature exhchange of many things including radiant pipes.

[BETA PREVIEW HOTFIX] 265550 - 4/24/2018
  • Fixed another case of dupes going invisible
  • Status items should work once again
  • Misc crash fixes

[BETA PREVIEW HOTFIX] 265646 - 4/25/2018
  • Fixed another case where dupes could become invisible
  • Adult pufts should no longer try and sleep
  • Insulated tiles/pipes use the minimum of their thermal conductivity and the
  • Elements they are transferring with
  • All eggs should now be selectable
  • Fixed a crash that could occur when painting toxic sand

[BETA PREVIEW HOTFIX] 265689 - 4/25/2018
  • Using a translation file with nested or mismatched "<link>" tags should no longer cause random crashes. Instead the english text will be used and the problematic strings will be listed in the log similar to strings using mismatched parameters.
  • When generating new worlds and when loading save files previous to this changelist, all Abyssalite will take on the temperature of their surrounding cells.

[BETA PREVIEW HOTFIX] 265724 - 4/25/2018
  • Fix for crash that could occur when loading/generating a world with abyssalite surrounded by vacuum.
70 comments Read more

22 March

Ranching Upgrade Mark I Available Now!

It's been a hard six weeks of survival for our poor stranded Duplicants, but something adorable is on the horizon that's sure to make them smile - Critter Ranching! With new tools at their disposal our Duplicants can interact with critters in a variety of cute and helpful ways. Will Hatches become Dupe's best friend? Is there enough grooming in the world to make a Puft smell good? What DO Shine Bugs eat?

These questions and more can be answered in Oxygen Not Included: Ranching Upgrade Mark I!

Wait... What's "Mark I"?

Our team has a lot of ideas for where we want to take creatures in Oxygen Not Included... So many ideas, in fact, that they couldn't all fit into one upgrade! This means that Mark I is just the first of two Upgrades (the next being "Mark II"), which will have the same development cycle and release another 6 weeks from now with even more critter-related content for the game.

Releasing two part upgrades in this way gives us time to fully flesh out more complex ideas, iterate on existing content, and try out new things... and while we can't reveal all of what will be in the remaining half of the upgrade, we can say that it will increase the depth of critter loops and utility, and will further build on the mechanical foundations laid in this half of the upgrade. (And maybe there'll be a new species...)

So What's New in Mark I?

Critter Ranching

Critter ranching allows you to interact with critters in a variety of new ways and integrate them into the daily routine of your colony. Duplicants, particularly those employed as Ranchers, can care for Hatches, Shine Bugs, and Pufts to increase their happiness, farm additional resources from them, and even breed new critters for your herd.

Key Features
  • Critter Wrangling: Use the new Wrangle tool and your Ranchers can capture critters alive and move them around your base! No traps required.
  • Critter Care: Tons of new buildings and systems have been implemented to keep your precious critters happy, healthy, and most importantly productive.
    • Needs and Conditions: Each critter species has specific needs that must be met in order to maintain their health and comfort. Temperature, atmosphere, and food needs will all need to be met in order to keep a critter happy, and a happy critter is a productive one!
    • Critter Feeders: Critters are hungry little guys and now have calorie stores just like Duplicants. They'll need to eat regularly in order to stay alive, but luckily feeding them has never been easier! Just pop a bit of unused stone into a Critter Feeder and watch a Hatch munch away!
    • Grooming Stations: Clip those claws, unmatt that fur, and shine those shells! Critters appreciate it when their handlers keep them in tip top shape, so be sure to build a fewer grooming station and let the primping begin!
  • New Ranching Job: This new job comes with a boost to the newly introduce Ranching attribute, and will teach Duplicants the art of wrangling critters in the wild for capture (no traps required!). Dupes who learn the Ranching trade will also be able to use a Grooming Station to give their livestock's happiness a boost from time to time.
  • Critter Reproduction: New reproduction cycles means you can ranch critters to increase their numbers. Raise a flock of twenty Pufts!
    • Happiness: You know, they say "Happiness is a warm Hatch." Well, Happiness is the new metric by which you can see how well your critters are cared for. Creatures with high happiness will not only produce more useful products, but they may even feel comfortable enough to lay some new eggs!
    • Eggs! When a critter's Reproduction stat reaches 100, they will now lay a brand new delicious adorable critter egg. These eggs can be immediately cooked and ravenously eaten raised with the utmost care to produce new critters, allowing you to increase the size of your lovable critter herd.
    • Incubators: Build an Incubator to ensure all your critter eggs are safe, secure, and most importantly, warm. These Incubators are equipped with ideal settings for each known species of critter egg, so go ahead, set it and forget it! (But make sure a Rancher is on hand to oversee the hatching!)
And More!
  • New Database: A new encyclopedia has been added to connect you to a wealth of knowledge about foods, plants, animals, elements, systems... you get the idea! View all stats and functions for buildings and creatures at any time to plan your base to absolute perfection. And who knows? Some mysterious entries may appear from time to time, too...
  • Priority System Tweaks: The "Priorities" screen has been split from the Jobs screen into its own menu and can be used to manage individual Duplicants' priorities. Colony priorities have been replaced with a new "Sub-Priorities" button, which can still be used to set the importance of pending tasks but will be overridden by individual Dupe priorities.
  • 18 New Geyser Types: Tons of new points of interest have erupted onto the scene!
    • Geysers, Fumaroles, Volcanoes, Fissures
    • Copper, Iron, Gold, Co2, Hydrogen and more
    • Both cool and hot temperatures
    • Explore and find them all!
  • Performance Enhancements!
  • Tons of bug fixes, rebalances, QOL additions, and more!
Finally, we'd like to say a big thank-you to everyone who played the Ranching Mark I Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. We're always grateful to hear your thoughts and thank you for the time spent playing our game.

We hope you enjoy Ranching Mark I!

[Game Update] 260921 - 3/22/2018
  • Fix crash that could occur when a text box with a link in it was destroyed
  • Updated Database icons for geysers
  • Fix for a number of bugs related to dupes crossing exosuit checkpoints
  • "Rummage" for lockers and vending machines now prioritizes correctly
  • Seasoned Rancher hat artwork updated
  • Hatch eggs are now visible as they are being laid
  • Dupe carrying capacity from strength correctly calculated on load/spawn

[Game Update] 261394 - 3/27/2018
  • Wild critters lose fertility to prevent them from laying infinite eggs
  • Fixed tooltips on Priorities screen
  • Critters get unhappy if in a door, tile, or tiny room
  • Fixed Toggle priority on buildings that don't normally have priority (like the Printing Pod)
  • Adjusted the default priority of auto-disinfect on buildings which don't have priority to 5
  • "Research Complete" notification tooltip fixed
  • Ration Boxes and Fridges fetch errand priorities are now controlled by Supply rather than Storage
  • Insulated pipes/vents once again insulate
  • Tweaked the starting calories and hungry range so that creatures try and stay more full. This prevents wild creatures in new games from sitting around doing nothing for many cycles.
  • Transfer arm now (mostly) can't pick up or deliver through tiles
  • Improved Wrangle fx
  • Duplicants will now take more than one pill from a stack of pills.
  • Fixed several temperature bugs with Pneumatic Doors
  • Farmer's Touch will no longer make crops grow if they are stifled
  • Disabling an errand group on the Priorities screen will now disable those errands even if it's the dupe's current Job.
  • Fix crash when duplicants tried putting on too much clothing: Duplicants can no longer equip more than one vest
  • Fix crash that could occur when crops dropped their fruit
  • Fix a crash in the Planter side screen
  • More helpful error message when a game can't be saved
  • Added/fixed icons for many Database entries
  • Increased capacity of the Critter Feeder to 2,000kg

[Game Update] 261452 - 3/27/2018
  • Revert the crash fix for vests as it was causing more crashes. We'll look in to it further.
  • Toilets no longer crash if they were flushing when the game loaded
  • Fixed Polymer Press description

[Game Update] 262109 - 4/3/2018
  • Fixed some prioritization issues with the Incubator
  • Fixed chores being disabled or not disabled from traits. Now the dupe's behaviour should match what the Priorities screen shows, whether it was disabled by a trait or by the player
  • Pufts and Shine Bugs only lure to a Lure with the appropriate bait
  • Toilets once again save/load their remaining flushes
93 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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