Oxygen Not Included - contact@rockpapershotgun.com (Brendan Caldwell)

Judging by the survivalist Don t Starve and subterranean piss manager Oxygen Not Included, Klei are very good at drawing cartoony things and then secretly planting loads of quite-good cogs and switches behind it all. It looks like they re trying for another good un. Griftlands [official site] has been announced at E3. It s a sci-fi RPG where everything is negotiable: money, loyalty even morality , says the developer. But you can see what it looks like down here. … [visit site to read more]

Don't Starve

Last year during the PC Gaming Show E3 broadcast, Klei Entertainment revealed Oxygen Not Included, the studio's highly-scientific take on the colony sim genre. With Oxygen Not Included hitting Early Access last month, it's already time to show off something new. This year the talented Canadian developer will reveal another completely new project live on the PC Gaming Show stage at E3.

Watch the PC Gaming Show Monday, June 12 at 10 AM Pacific (1 PM Eastern, 6 PM BST) on twitch.tv/pcgamer, Steam, or Facebook to see it first.

Oxygen Not Included - Klei_Jan
[Game Update] HOTFIX - 219035 (06/05/2017)

  • Duplicants will not put themselves or their living friends into a Tasteful Memorial if they're standing beside a corpse that's on its way to be buried
  • Duplicants should no longer sometimes teleport into the ground
  • Planter Box priority gets applied to the seed that gets planted inside of it
  • Planter Box gets applied to the plant inside of it when using copy settings
  • Microbe Musher/Cooking Station/Clothing Factory side screens should now properly update to show how many ingredients you have remaining
  • Microbe Musher/Cooking Station/Clothing Factory side screens should now properly reserve/unreserve resources when queuing single items to be fabricated
  • Remapping your panning keys in the main menu should no longer cause your camera to pan indefinitely when you start a new game
  • Clothing should no longer disappear after saving/loading. Unfortunately if you've already lost your existing clothing, you will have to make new ones
  • Air Filters should now only drop clay in 10kg chunks instead of dropping clay every second
  • Liquid overpressurization should now happen less frequently
  • Wheezeworts and Bristle Briars should no longer enter infinite plant/die loops when entombed
  • Massage Table settings can now be copied
  • Air Filters will be prioritized over sweeping if both are set to the same user priority
  • Plants should no longer get double the yield bonus from being fertilized
  • Fixed bug where some translations were not showing the proper color style
  • Loading a bad translation file should no longer crash the game
  • Materials in the build menu should no longer be obscured by the scroll bar

Hotfix 219330 - 06/12/2017
  • Game should no longer crash if Steam could not properly install the VC++ 2015 runtime
  • Transformers should draw the appropriate amount of energy from their parent circuit
  • Dupes should not interrupt delivering as frequently to perform their stress reactions
  • Dupes should once again run on manual generators to charge transformers
    ore should no longer fall through the ground
  • Deconstructing a generator with the power overlay up should no longer cause a crash

Hotfix 2197840 - 06/12/2017
  • Fixed a crash when loading save files where Transformers were connected to themselves

Hotfix 220294 - 06/19/2017
  • Generators with infinitely small amount of energy trying to charge a significant amount of batteries should no longer cause the game to freeze
  • Failing to initialize Steam should no longer crash
  • Fix for cancel/deconstruct filters being unusable when certain
  • joysticks/gamepads were connected
  • Framerate when using the priority overlay should be significantly better
  • Framerate in bases with lots of sweep jobs should be better

Hotfix 220993 - 06/22/2017
  • Fix for sweep chores sometimes not being properly prioritized

Hotfix 221295 - 06/26/2017
  • Dupes should now change valve settings even if the valve is blocked
  • Air scrubber should now use the water it has in storage even if the pipe it's connected to is empty
  • Air scrubber should no longer absorb CO2 if it doesn't have enough water to process it
  • Air scrubber should only use power when processing CO2
  • Air scrubber should no longer over overfill it's storage with CO2

Hotfix 221697 - 06/28/2017
  • Algae Terrariums should once again absorb an appropriate amount of water from the world(if available) so that dupes don't have to manually deliver to them
  • Algae Terrariums no longer absorb infinite water(this was fixed in the last patch but wasn't called out)
  • Air Scrubbers that were at max capacity before Monday's hotfix should work once again though they will take a while to process all the CO2 they've accumulated in their storage

Hotfix AU-221865 - 06/29/2017
  • Fixed another issue dealing with Air Scrubbers not saving/loading correctly
Oxygen Not Included - KJan
[Game Update] HOTFIX - 219035 (06/05/2017)

  • Duplicants will not put themselves or their living friends into a Tasteful Memorial if they're standing beside a corpse that's on its way to be buried
  • Duplicants should no longer sometimes teleport into the ground
  • Planter Box priority gets applied to the seed that gets planted inside of it
  • Planter Box gets applied to the plant inside of it when using copy settings
  • Microbe Musher/Cooking Station/Clothing Factory side screens should now properly update to show how many ingredients you have remaining
  • Microbe Musher/Cooking Station/Clothing Factory side screens should now properly reserve/unreserve resources when queuing single items to be fabricated
  • Remapping your panning keys in the main menu should no longer cause your camera to pan indefinitely when you start a new game
  • Clothing should no longer disappear after saving/loading. Unfortunately if you've already lost your existing clothing, you will have to make new ones
  • Air Filters should now only drop clay in 10kg chunks instead of dropping clay every second
  • Liquid overpressurization should now happen less frequently
  • Wheezeworts and Bristle Briars should no longer enter infinite plant/die loops when entombed
  • Massage Table settings can now be copied
  • Air Filters will be prioritized over sweeping if both are set to the same user priority
  • Plants should no longer get double the yield bonus from being fertilized
  • Fixed bug where some translations were not showing the proper color style
  • Loading a bad translation file should no longer crash the game
  • Materials in the build menu should no longer be obscured by the scroll bar

Hotfix 219330 - 06/12/2017
  • Game should no longer crash if Steam could not properly install the VC++ 2015 runtime
  • Transformers should draw the appropriate amount of energy from their parent circuit
  • Dupes should not interrupt delivering as frequently to perform their stress reactions
  • Dupes should once again run on manual generators to charge transformers
    ore should no longer fall through the ground
  • Deconstructing a generator with the power overlay up should no longer cause a crash

Hotfix 2197840 - 06/12/2017
  • Fixed a crash when loading save files where Transformers were connected to themselves

Hotfix 220294 - 06/19/2017
  • Generators with infinitely small amount of energy trying to charge a significant amount of batteries should no longer cause the game to freeze
  • Failing to initialize Steam should no longer crash
  • Fix for cancel/deconstruct filters being unusable when certain
  • joysticks/gamepads were connected
  • Framerate when using the priority overlay should be significantly better
  • Framerate in bases with lots of sweep jobs should be better

Hotfix 220993 - 06/22/2017
  • Fix for sweep chores sometimes not being properly prioritized

Hotfix 221295 - 06/26/2017
  • Dupes should now change valve settings even if the valve is blocked
  • Air scrubber should now use the water it has in storage even if the pipe it's connected to is empty
  • Air scrubber should no longer absorb CO2 if it doesn't have enough water to process it
  • Air scrubber should only use power when processing CO2
  • Air scrubber should no longer over overfill it's storage with CO2

Hotfix 221697 - 06/28/2017
  • Algae Terrariums should once again absorb an appropriate amount of water from the world(if available) so that dupes don't have to manually deliver to them
  • Algae Terrariums no longer absorb infinite water(this was fixed in the last patch but wasn't called out)
  • Air Scrubbers that were at max capacity before Monday's hotfix should work once again though they will take a while to process all the CO2 they've accumulated in their storage

Hotfix AU-221865 - 06/29/2017
  • Fixed another issue dealing with Air Scrubbers not saving/loading correctly
Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

For thirty-eight long years, you people have looked to me to inform you which ten games sold best on Steam over the past week. That time is now at an end.

But evil never dies.

… [visit site to read more]

Oxygen Not Included - Klei-JoeW
[Game Update] HOTFIX - 218235 (05/29/2017)
  • Pipe contents should no longer reset their temperature
  • Loading a game with old audio drivers should no longer cause a crash
  • Input bindings screen will show some feedback for when you should press a key
  • Harvest bonus should now display the proper amount of points earned
  • Selecting clothing should no longer cause a crash
  • Liquid should now properly flow through hydroponic tiles
  • Plants should now display the air pressure and temperature they use for their conditions
  • Maturity tooltips distinguis between stifled and ready for harvest
  • Geysers should no longer overpressurize
  • Compost should now produce warmer fertilizer
  • Pumps are no longer biased towards sampling gases/liquids in their bottom left corner
  • Pumps should now properly report whether they are blocked
  • Clicking on follow cam a second time disables the follow cam
  • Last used save file can now be uploaded as part of the crash report
  • Multiple doors beside each other should no longer freeze the area around them and should no longer crash
  • Hydroponic tiles can now be emptied
  • Fertilizer maker should now use it's internal storage even if it's input pipe is empty
  • Dupes should no longer use cooking utensils to clean the toilet(this was also the cause of some of the crashes people were getting)
  • Geysers should no longer emit four times more mass than indicated by the ui
  • Gas/liquid permeable tiles will try and displace ore, gas and liquid when constructed
  • Loading text is now localizable
  • Dupes should no longer jump off the manual generator to get to a massage table only to have to go back to the manual generator because the massage table has run out of power
  • Things marked for sweeping should still be marked for sweeping after a save load
  • You should now be able to build wire bridges on top of heavy watt wires
  • Added even more missing Korean characters to the Korean font
  • Changed the default font for localized languages to RobotoCondensed since it looks/fits better
  • Batteries should no longer appear idle when connected to a transformer
  • Plant status items should now tell you when you've irrigated them with the wrong liquid
Recent Hotfixes
Hotfix 217529
  • fixed crash when using the consumables/jobs screen
  • fixed crash when clicking on planter boxes that were imported from a thermal upgrade save
Hotfix 217565
  • fixed a crash when using the consumables screen in a localized language
  • fixed a crash when going back to the main menu
  • fixed a crash when dupes got infected with certain diseases
Hotfix 217794
  • fixed a crash that could occur when placing a dupe in a grave
  • fixed a crash that could occur when going back to the main menu
Oxygen Not Included - Klei-JoeW
[Game Update] HOTFIX - 218235 (05/29/2017)
  • Pipe contents should no longer reset their temperature
  • Loading a game with old audio drivers should no longer cause a crash
  • Input bindings screen will show some feedback for when you should press a key
  • Harvest bonus should now display the proper amount of points earned
  • Selecting clothing should no longer cause a crash
  • Liquid should now properly flow through hydroponic tiles
  • Plants should now display the air pressure and temperature they use for their conditions
  • Maturity tooltips distinguis between stifled and ready for harvest
  • Geysers should no longer overpressurize
  • Compost should now produce warmer fertilizer
  • Pumps are no longer biased towards sampling gases/liquids in their bottom left corner
  • Pumps should now properly report whether they are blocked
  • Clicking on follow cam a second time disables the follow cam
  • Last used save file can now be uploaded as part of the crash report
  • Multiple doors beside each other should no longer freeze the area around them and should no longer crash
  • Hydroponic tiles can now be emptied
  • Fertilizer maker should now use it's internal storage even if it's input pipe is empty
  • Dupes should no longer use cooking utensils to clean the toilet(this was also the cause of some of the crashes people were getting)
  • Geysers should no longer emit four times more mass than indicated by the ui
  • Gas/liquid permeable tiles will try and displace ore, gas and liquid when constructed
  • Loading text is now localizable
  • Dupes should no longer jump off the manual generator to get to a massage table only to have to go back to the manual generator because the massage table has run out of power
  • Things marked for sweeping should still be marked for sweeping after a save load
  • You should now be able to build wire bridges on top of heavy watt wires
  • Added even more missing Korean characters to the Korean font
  • Changed the default font for localized languages to RobotoCondensed since it looks/fits better
  • Batteries should no longer appear idle when connected to a transformer
  • Plant status items should now tell you when you've irrigated them with the wrong liquid
Recent Hotfixes
Hotfix 217529
  • fixed crash when using the consumables/jobs screen
  • fixed crash when clicking on planter boxes that were imported from a thermal upgrade save
Hotfix 217565
  • fixed a crash when using the consumables screen in a localized language
  • fixed a crash when going back to the main menu
  • fixed a crash when dupes got infected with certain diseases
Hotfix 217794
  • fixed a crash that could occur when placing a dupe in a grave
  • fixed a crash that could occur when going back to the main menu
Oxygen Not Included

Ellie, my researcher, has hit a wall. Literally, I mean. Completely stressed out, she's left her work station and is running around the colony, punching random blocks with her fists, slamming her head against them in frustration, and pausing periodically to try to compose herself (and failing) before continuing her rampage. As she dashes around in a blind rage she even delivers a few vicious blows to the colony's manual power generator (it's like a huge hamster wheel) before another, more level-headed colonist hurriedly steps in to make repairs. Eventually Ellie runs over to the massage table, where I'm happy to see that rather than punching it to pieces, she climbs aboard for a stress-relieving mechanical back-rub. The Ellie problem has been temporarily resolved but a new issue crops up: Otto, another colonist, has gone from stress burping to stress vomiting. That's probably not a good sign.

I'm in my third hour of play, and things have begun to fall apart after mostly smooth sailing during hours one and two. Oxygen Not Included, now in Early Access, is a management simulation from Klei Entertainment (developer of Don't Starve) in which you direct a handful of brave clones to build an underground base in an asteroid. You need to manage your colonists as they dig out caverns, gather resources, build machinery, and turn a harsh environment into a livable underground home. As you may have gathered from the title, not only do the colonists need food, warmth, and comfort, but also enough clean air to breathe. And clearly, you need to keep on eye on their stress levels—which can rise due foul odors, full bladders, lack of sleep, and other factors—because like Ellie they can to go a little nuts, or in Otto's case, simply start barfing on everything.

PSA: This one isn't a gif. It won't move.

I've decided not to consult any wikis during my first session: I've grown a bit weary of the endless alt-tabbing and hours of reading that typically accompany these Early Access survival games. Oxygen Not Included, thankfully, does a good job of explaining most of its basic features in menus, mouse-over tips, and unobtrusive tutorial notifications, and the information you need to get started is easy to come by right there in the game.

I'm also learning a lot through simple observation. I can see that gases like oxygen and hydrogen float upwards, while others, such as carbon dioxide, settle downwards. As these gases concentrate, float, and swirl, you can easily tell what is breathable and what is dangerous without the colored mists completely obscuring everything else, and there are helpful overlays you can toggle to get an idea of trouble spots. There are certainly challenges in solving the issues of toxic gases mingling with breathable oxygen, but at least it's easy to see those issues in the first place. Water, meanwhile, flows and pools thanks to gravity, but not entirely smoothly: due to surface tension it may cling to rocks or narrow tunnels. Water, naturally, is prone to pollution as well, and can be a hazard like tainted air is. I learned this the hard way when one of my clones couldn't make it to the bathroom in time, and spread piss all over the research area. Way to go, Leon.

There are various mechanical items you can unlock through research, like liquid and gas pumps and pipes to direct helpful elements like water and O2 where they need to be, and pump away chlorine gas and other pollutants. Electricity for these machines begins with a manually operated generator (the human hamster wheel), with batteries to store surplus power power and wires you can string around the base to link the machinery. Once you've begun to research new technology you can also build generators powered by coal, natural gas, and hydrogen. Building something is as simple as selecting what you want and plopping it somewhere, while icons and text clearly identify any missing requirements.

It's tricky, though, dealing with those gases. After building my hydrogen generator in a pocket of gas in a nearby cavern, I noticed a colonist was constantly running over to repair it. My pump was also pulling in chlorine, which was plentiful in the same cave and was damaging the generator. As more hydrogen got used for the generator, chlorine filled the space to take its place, causing my generator to break down even more often. I added a filter that would separate the two gases (though I'm not entirely sure I hooked it up properly) and walled most off the chlorine with solid tile.

Then the small space ran out of hydrogen altogether and became a vacuum, shutting the generator down again. I had a colonist destroy an airlock so the pump could use the remaining amount of hydrogen that was present in the generator room, which kept the genny running a bit longer until that space was empty, too (though there was some leftover chlorine swirling around, causing more damage). Then it shut down for good. Time to look elsewhere for my hydrogen.

I had a similar problem with water, which can be used for farming and plumbing. The pump I'd submerged in one cave eventually pumped all the water out, so I dug a tunnel and laid down some pipe in another water-filled cavern, hoping to send the water into the now-empty one. A portion of my tunnel collapsed, however, sending the water flooding into my base before I'd finished connecting my pipe. Some of the water made it to the empty cave, but it also covered the floors in several areas, submerged some other machinery (which stopped working) and of course gave my colonists 'soggy feet' which tends to make them cold and unhappy.

It was a bit of a mess. In fact my colony in general is a mess, not just due to my plumbing and piping miscues but from poor planning. I hadn't provided enough venting in certain areas for the oxygen to flow properly, and I probably should have placed the lavatories (which can get plenty toxic themselves) a bit further away from the colonists' beds. Stress levels continued to rise among my little colonists as things slowly but steadily grew worse.

I'm up to seven or eight colonists (you receive new ones, called Duplicants because they're constructed by a giant 3D printer, every few days) before I decide that rather than trying to salvage my stinky, soggy base, that I should just try to start over from scratch. Time to kill everybody!

In this regard, I have to say, Duplicants are surprisingly durable. They can live a long, long time in deadly environments and keep on working even when things are really not going their way. While Ellie is losing her mind, her health remains high, as does that of all my other little workers. I have to make a concerted effort to kill them in the end (well, I don't have to, I want to, since I'm starting over anyway).

I disable all the machinery, toilets, generators, and food production and I set the colony to red alert, meaning colonists will prioritize work above all other needs, even sleep. Finally, they begin to drop. Otto stress-burps a final time before keeling over, Ellie stops rampaging and croaks, and a Duplicant called Mi-Ma pauses in her pointless task, obtains a momentary expression of bliss, then expires.

Oxygen Not Included is in Early Access, but it's already a heck of a lot of fun (and for the record, my second colony is going much better than my first). Thanks to the colonists' hearty and durable nature, the early game feels forgiving enough to let you take your time, work on your colony at a leisurely pace, and not worry about a few accidents or problems completely wiping out all of your citizens in one fell swoop.

There's a lot of complexity and the opportunity to build deep and complicated mechanical systems if that's your thing, but Klei's done a great job making the game easy to get into and grasp the basics, unlike many other survival management games. Maybe Ellie lost her mind from stress, but I haven't yet.

Oxygen Not Included - contact@rockpapershotgun.com (Samuel Horti)

ONI header

Oxygen Not Included [official site] is a space colony management sim from Klei, the guys behind the excellent Invisible Inc. It’s been in alpha since February but now it’s launched on early access, and I’m intrigued.

It’s got the aesthetic of Don’t Starve, another Klei game, and involves building up a settlements beneath the surface of a distant planet and battling through the inevitable crises, whether that’s clouds of poisonous red gas in your base or a shortage of pepper bread. A lot of it is in the style of RimWorld, except it’s all side-on. … [visit site to read more]

Oxygen Not Included - Klei-JoeW
https://www.youtube.com/watch?v=7-8usFhMN_c

Originally posted by Cheerio on the official forums

Hi gang! It's May 18th and that means it's time for the official Early Access release of Oxygen Not Included!

As we exit our Alpha period we'd like to give a big huge thank-you to everyone who tested, streamed, told friends about or just downright played our game. The response we received was overwhelming and on a much bigger scope than we had anticipated, and we couldn't be more grateful for it. Thank-you thank-you thank-you!

Since then we've been busy updating and expanding, and are happy to say that Oxygen Not Included has seen the implementation of tons of new buildings, resources, overlays and systems since our pre-release back in February, thanks in large part to your feedback... and it's only going to get bigger! Our current plan is to fully support OSX in the near future, and continue building and developing well into 2018.

The Early Access of Oxygen Not Included is now available on Steam for $24.99. Players who own an existing Klei game on Steam will receive a 20% loyalty discount when buying the game, and if you bought the Oxygen Not Included Alpha, you won't have to buy it at all! You already own it.


Agricultural Upgrade

We mentioned in our last post that a new Agricultural Upgrade was in the works and would be launching alongside Early Access; well, here it is!

This update has focused mainly on the introduction of new farming systems, making them more complex and rewarding. These changes should require you to be more attentive to your crops and expend more resources in order to raise them, but ultimately allow you to reap the most benefit from their harvests.
Farming Features
  • New Items, Buildings and Recipes: Discover new plants, buildings and yummy cooking recipes. Farm food and flavour-enhancing spices, then cook them into culinary delights for your Duplicants to enjoy.
  • Improved Crop Tending: Build pipe systems and irrigate your crops using new farm plots. Monitor pressure, temperature, fertilization and irrigation to keep your crops happy and healthy.
  • New Farming Systems: The Harvest Rating Point system now allows you to increase the yield of your harvest by meeting ideal growing conditions for crops. Reach 100 Harvest Rating and your plants will yield tons of extra kcal and new seeds for farm expansion.
  • Consumables Screen: Control your colony's eating habits with the new Consumables Screen. Dupes now have Food Quality Expectations, so try to feed them foods they like!
And hey, farming's not all that's new. We've also been adding new avenues for players to generate power and manage the day-to-day tasks within their colonies

Some of these new features include:
  • Power Control: Manage your power systems more effectively and prevent overloads and meltdowns with the new Power Transformer
  • New Energy Source: Natural Gas Geysers have tons of power to harness using the Natural Gas Generator, so long as you don't mind the smell.
  • Hydro and Atmo Switches: Automate your systems with pressure-detecting liquid and gas switches.
  • Quality of Life Improvements:
    • Storage and Planter Copy Settings: Cut down on time spent setting storage filters and planting seeds by copying & painting filter settings.
    • Breaktimes: No more assigning Dupes to Massage Tables with the new
    • Breaktime Policy screen. Set the stress levels at which they should stop working with the Max Stress slider, then tell them when they should get back to work with Min Stress.
    • Default Job Restrictions: Use the Default column of the Jobs Screen to set job restrictions for new Dupes. Newly printed Dupes will come out with these settings already assigned.
    • Steam Workshop Language Packs: Subscribe to different fan made translations to play Oxygen Not Included in the language of your choice.
      Framerate improvement, reduced load times, UI changes & more
  • Screenshot Mode: Alt-S will now allow you to enter screenshot mode. Zoom out and take a picture of your entire base, then show it to all your friends.
Finally, we've added a handful of new traits and stress responses to Duplicant behaviour to give them new ways to react to stress.
  • Say hello to Binger Eater and Ugly Crier Dupes!

Don't worry, he's crying for joy. Probably.

A big thank you once again to everyone who played, tested or supported the game! Your feedback has been such a huge help to us and we look forward to hearing more from you throughout Early Access.

See you all in space!

Full Patch Notes

For more details, see the post on the official forums

Hotfix 217529
  • fixed crash when using the consumables/jobs screen
  • fixed crash when clicking on planter boxes that were imported from a thermal upgrade save
Hotfix 217565
  • fixed a crash when using the consumables screen in a localized language
  • fixed a crash when going back to the main menu
  • fixed a crash when dupes got infected with certain diseases
Hotfix 217794
  • fixed a crash that could occur when placing a dupe in a grave
  • fixed a crash that could occur when going back to the main menu
...