Oxygen Not Included - contact@rockpapershotgun.com (Ollie Toms)

Oxygen Not Included is one of my very favourite games. It’s also just recently been released, which means a whole wave of bright-eyed players have just begun their own journey into this hilarious, beautiful, infernally complex suffocation simulator.

So, to all those players: this is the Oxygen Not Included guide that I wish I had when I was first starting out. Fully up to date with the full release of ONI, I’ll go through all the problems you’ll have to solve in your first 30 cycles step by step, and show you how to use this first month to create a beautiful, elegant, and fully functional base.

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Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

Hello, I’m high school sweetheart, John Walker. Welcome, if you can, to Steam Charts.

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The Elder Scrolls® Online - contact@rockpapershotgun.com (John Walker)

Usually after the Steam summer sale horror show, the Steam Charts offer us some respite in the lull between AAA releases and allow us to celebrate the successful release of a bunch of indie games. But as you’ll have noticed if you’ve looked at 2019, nothing follows the rules of sense and decorum any longer. So it is that last week and this, we’ve had charts that feature only a single recently released game.

So this week we’re taking a trip!

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Oxygen Not Included

Clearly, someone at Klei Entertainment is a stickler for punishment. Invisible Inc., Don't Starve and Mark of the Ninja all have a touch of the cutesy-cruel to them, in their own special ways, their sweetness or wit spread devilishly thin over some brain-wracking difficulty, and Oxygen Not Included is the same. A case of twee, quippy tone layered over a sprawl of systems that's at once intricate and maddeningly vast, it's a game that's constantly teasing you; constantly luring and lulling just before throwing out another crisis; constantly reminding you that you are, in fact, a bit thick. Clearly I'm a stickler for punishment, too, because I think it's brilliant.

You'll start Oxygen Not Included picking a planet on which to be marooned (a new addition for the game's recent move from early access to full release, which basically serves as a more flavoursome way of tinkering with the game world's settings). After that, you spawn in, underground on some foreign world, with three Duplicates, the name for the little cloned people that form the backbone of your colony, and you're off: survive!

That's about as much onboarding as you get, which again is great if you're up for a proper challenge, but intimidating as anything if you like a gentler start. It makes the discovery of some new best-practise positively thrilling, for the fellow technocrats out there, though it also means bad habits form as you learn on the fly - mining downwards, into air vacuums filled with your own CO2, without even knowing there's an entire overlay for oxygen levels, or constructing an outhouse (one of the few hints you're given early on) without a washbasin, so you think you've been smart but actually everyone is about to die of food poisoning because they didn't wash their hands.

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Oxygen Not Included - contact@rockpapershotgun.com (Nate Crowley)

During its two year stint in Early Access, Oxygen Not Included often came close to becoming one of my major time sink games. It s a rich simulation of the kind I adore, with an enchanting art style, a unique atmosphere, and a labyrinth of features to discover. On a gut level, I love it. But then, for every time I ve booted it up, there have been three where my cursor hovered over the icon before flinching away, as if I d discovered mould on a sandwich or the HMRC logo on an envelope.

Brilliant though it is, ONI is an ordeal. It s satisfying, but it s stressful. I d even go so far as to say – and here I risk invoking the scorn of the Legion of Geniuses, who wait in the darkness beyond the comment section – it s a little bit too hard>. But before the swollen-minded wolves take my fingers, let me snatch back the meat and explain myself.

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Oxygen Not Included

Klei's sci-fi survival sim Oxygen Not Included entered Early Access in February of 2017, and leaves it now just over two years later. If you've been holding out on trying this game of stranded "Duplicants" crafting a colony from scratch on unforgivingly harsh asteroids, now's the time.

Klei's forum post sums up how far it's come: "We started with a game that had little more than a few Duplicants and some pipes full of cold water. Since then we’ve added oil biomes and automation, Duplicant skill progression and tubes to zip around in, critter ranching and breeding, and more features than could possibly be named. Now Duplicants can even break through the surface of their rocky home and escape away into space… with your guidance, of course."

As is par for the course, they'll continue patching Oxygen Not Included to catch bugs and tweak balance issues.

Another of Klei's games, card-RPG Griftlands, is currently in playable alpha on the Epic Store and will enter Steam Early Access when it hits beta next year.

Oxygen Not Included - Valve
Oxygen Not Included is Now Available on Steam and is 33% off!*

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.

*Offer ends August 6 at 10AM Pacific Time
Oxygen Not Included - Klei-JoeW

Originally posted by Ipsquiggle on the official forums.

Today is the day!

The fridges are full and the toilets are empty, the pipes are plumbed and the power’s been generated… plus there's hardly any pee on the floor at all! That can only mean one thing; the time has finally come to open the bunker doors and invite everyone in to see the glorious machine we’ve created!

Oxygen Not Included has officially left Early Access, and we're ready to let everyone come see what we've been working on these last 5 years!

So what have we been working on all this time, anyway?

Oxygen Not Included is a space colony simulation game where you oversee your Duplicants (aka, lovable 3D printed clones) as they attempt to overcome the harsh conditions of deep space. Master advanced science and technology, capture and tame strange new lifeforms, and plan your base with expert efficiency so that you and your colony may survive… and even, possibly, thrive.

The game has come a long way since it went into Alpha in February 2017. We started with a game that had little more than a few Duplicants and some pipes full of cold water. Since then we’ve added oil biomes and automation, Duplicant skill progression and tubes to zip around in, critter ranching and breeding, and more features than could possibly be named. Now Duplicants can even break through the surface of their rocky home and escape away into space… with your guidance, of course.

The adventure’s not over yet, either. We'll continue fixing bugs and balance after launch, so please keep sending your feedback and reports! We also have more we want to do with the game in the future, so keep an eye out for announcements.

It's been an intense but delightful ride and we couldn't have gotten here without the support of all of you from this awesome community. The whole team would like to thank you for your comments and support, your bug reports and your discussions, your insane machines and your beautiful stories.

Please, enjoy Oxygen Not Included! This Mushbar's on me.

Click here for full launch changelist.
Hotfix - 357226
  • Fix muted video playback
  • Fix crash when viewing an old colony's summary graphs
  • Fixed the height of the park sign
  • Updated Korean translations
  • Updated Chinese translations
  • Added new Colony Initiatives/Achievements
  • Fix problem where newly earned initiatives would not update on the summary screen
  • Summary screen no longer crashes if two colonies have the same name
  • Updated game credits
  • Fix numerous strings typos
  • Make more strings translatable
  • Fix glitchy Duplicant portraits on the colony summary screen
  • World traits can now be "exclusive", so Metal Rich/Metal Poor and Geoactive/Geodormant can't roll on the same world.
  • Boulder world traits will less frequently appear on the same world.
  • Corrected the in-conduit colours of ethanol, ethanol gas, and sour gas
  • Hatch diets now include aluminum ore and electrum
  • Added two new meteor showers, one with Copper meteors, and one with Gold meteors.
  • Squeaky Pufts now appear in Rust biomes
  • Puft temperature ranges widened and made unique per species.
  • The Serum Vial now takes Steel instead of Wolframite to craft
  • Automation sensor statuses now use red/green terminology
  • Automation ports show their descriptions when hovered while building an automation wire
  • Fix for several cases where fabricator buildings would stop being worked even when there were open orders
  • Tweaked skill names and descriptions
  • Remove references to "Toxic" elements
  • Solid Boosters now actually consume their fuel
  • Additional colony summary charts, now with colors!
  • Steam Achievements are no longer earned after Sandbox mode is enabled.
HOTFIX - 358267
  • Renamed the "Tune Up for What?" initiative to "Finely Tuned Machine"
  • Updated achievement icons
  • Updated Chinese translations
  • Colony timelapses now save out correctly -- show us what you've got!
  • Many building status items which were showing "{Item}" and similar now actually have the item name filled in
  • Fix crash when steam condenses in an airflow tile
  • Fix an issue where certain mods requiring updating would not get updated
  • Fix an issue where the game would forever ask to restart after a mod had been updated. NOTE: if you had been stuck in that loop, some of your mods may be disabled. You can re-enable them.
  • Volume tuning on the world generation and Duplicant selection screens.
  • New ascending sounds when initiatives are earned
  • Wood Burner now respects battery fill percent configured on the side screen.
  • Desalinator has a status item when it's full of salt and needs emptying
  • "Oxygen Not Occluded" and "Down the Hatch" initiatives now track the correct values (they were looking for 1000x too much oxygen/metal!)
  • Fixed a particular framerate issue while rockets were launching. More investigation is underway.
HOTFIX - 358820
  • Fix Duplicants with Trypophobia still digging construction chores (and similar issues)
  • Game will load and reset preferences if preferences get corrupted. If you have been stuck at the Klei logo, you should now be able to run the game but your preferences will have been reset!
  • Reduced the thermal conductivity of Ethanol Gas to 0.167
  • Removed sweat from Duplicants' faces when they change hats
  • Power generation initiatives are tracked correctly now
  • Add a new initiative, "Immovable Object"
  • Fixed a number of errors related to local/dev mods not getting removed correctly. Local and Dev mods will have to be re-enabled.
  • Local mods work on case-sensitive platforms.
  • A bunch of improvements to timelapses:
    • Can be disabled by moving the resolution slider to the left.
    • Aspect ratio matches the default world aspect, for better screenshots as the colony grows
    • Resolved several timelapse rendering issues
    • Can see timelapses for colonies so long as there's at least one image
    • Fixed a bug where it wouldn't take a screenshot on the cycle a game was loaded
  • Fixed an issue where the timelapser could cause the game to "freeze" while still playing sounds
  • Automation tracking for achievements ignores POI buildings
  • Voles no longer get stuck if they burrow into a tile as it is dug up
  • Fixed meter position on the Wood Burner
  • Tree branches have a chance to create a seed on both uproot and harvest, so pips can harvest seeds from trees more frequently.
  • Plants no longer incorrectly list seed chances if they have no seed chances
  • Hooked up cleaning animation for Desalinator
HOTFIX - 359645
  • Wheezewort and Oxyfern no longer show 'effects' in the planting screen
  • Fix the aspect of the thumbnail in the colony summaries
  • Correctly check all logic networks for logic achievements
  • Tiles can now replace ladders, plastic ladders, and firepoles. (But not the other way around.)
  • Timelapse sizes are now based on constructed buildings so are more stable between cycles
  • Add a Colony Initiative, Easy Livin'
  • Updated Russian and Chinese translations
  • Nosh Sprout previews in planter boxes are the correct height
  • Skill point notifications are less permanent (similar to attribute increases)
  • Added notification when Database Entry is unlocked
  • Improved tooltips on many of the sidescreens with sliders on them (power threshold, critter sensor, etc)
  • Critter sensor tooltip and description now agree on when the sensor activates
  • Video sound is affected by Master volume control
  • Game will no longer freeze during timelapsing if there is no Printing Pod present
HOTFIX - 361684
  • Research screen nav improvements: smooth zoom, wider max zoom, smooth keyboard panning, respects mousewheel rebinds
  • Various strings typo fixes
  • Performance improvement in achievement tracking
  • Cropped colony screenshots on main list
  • Incubators can select their preferred egg even if zero are available
  • Game saves preview screenshots when saving the game, and displays them in the load menu
  • Molar mass of solid and gaseous ethanol fixed
  • Updated Chinese translations
  • Updated Russian translations
  • Clicking notifications for new skills, no research, or no analysis opens the corresponding screen
  • Fixed issue with "Missing Research Station" not showing in the correct conditions
  • Only show "new skill point" notification if Duplicant went from 0 to 1 available points and remove it if the points get spent
  • Skill points and hats refresh correctly when choosing skills
  • Improve loading of colony summaries and timelapses so that the screen opens much more responsively
  • Colony summary screen no longer leaks memory
  • Slowed down the playback speed of the timelapse, and added basic playback controls
  • Selecting an achievement in the colony summary screen shows detailed progress towards that achievement
  • Added icon on achievements list to indicate if the base is eligible for Steam achievements (i.e. has debug been used)
  • Critter Sensor allows choosing to activate when Above or Below the chosen value
  • Fix issue where where certain rotations of buildings wouldn't detect if their foundation had been removed
  • Added salt shaking sounds to the mess table
  • Fix extra click sounds on the printing pod buttons
  • Pacu are generally less constantly loud, particularly when in large groups.
  • Fix Rust Generator electricity sparking sounds.
  • Tutorial videos are slightly louder.
  • Fix scrolling sounds on the asteroid select screen
  • Correct click sounds play on various checkboxes
  • Play correct sound effects when shuffling Dupes
  • Wrangled critters only vocalize sometimes instead of constantly
  • Made rust deoxydizer bubblier (both art and audio)
  • Suit Checkpoint placer now more strongly indicates its usage and direction
  • Fix occasional crash when taking a timelapse screenshot after load
  • Fix issue where overlays would partially show in timelapse screenshots
  • Fix "ghost ladders" that would exist if a ladder got replaced with a tile

HOTFIX - 364722
Power changes
  • Heavi-Watt Conductive Wire now has a Max Wattage of 50kW (bumped up from 20kW)
  • Transformer battery no longer instantly depletes when disabled, instead its battery slowly dissipates while disabled.
  • Transformers should no longer pull more than their charge capacity from other transformers.
  • Fixed an issue that allowed transformers to supply more than their advertised wattage.
  • Hovering over a circuit in Power overlay now shows information about the Wire and Network's health more clearly, with colour aide.
    • Inactive: Purple, current wattage is zero
    • Overloading: Red, using more than wire rating
    • Straining: Yellow, using over 75% of wire rating and potential is greater than wire rating
    • Safe: White, all other states
  • Fixed current load and potential load status item ordering.
  • Remove unhelpful "Wire Connected" status item on all Power Wires, since a Wire creates a network even on its own.
  • Updated Transformer build menu description to help describe its usage.
  • Slight adjustments to Battery descriptions.
  • Transformers show a status warning when input and output are on the same circuit.
    vBattery hovercard now displays current charge as a fraction of its total possible charge.
Automation sensors
  • Added Liquid Element Sensor (for sensing liquid elements in world space).
  • Slight adjustment to descriptions of some sensors to more precisely describe their use.
  • Automation sensor building art and ui updated to include red/green signal state lights.
  • Added element state symbols to sensor ui art so they're easier to distinguish from each other. Changed the germ symbol colour so it looks more visible in the ui.
General UI
  • Resource screen is now vertically collapsible and scrollable.
  • Game camera no longer zooms if mouse scrolling while over build menu material selection.
  • Fixed left-click drag research screen navigation.
  • Fixed some issues with research screen scroll boundaries at different zoom and UI scales.
  • Wash Basin, Sinks, Ore Scrubbers, Hand Sanitizers can copy settings for assigned direction.
  • Schedule Screen now displays which time blocks are Morning and which are Night, for Early
  • Bird/Night Owl scheduling. Duplicants with the Night Owl or Early Bird traits are labeled as such on the Schedule screen.
  • The Delete Schedule button on the Schedule screen no longer looks the same as the "close window" button.
  • Priorities screen now sorts disabled chores correctly, and when they're the same value sorts by name for consistency.
  • Removed misleading "Flammable" tag from many elements.
  • Removed misleading "Toxic" tag from elements.
  • Polluted Oxygen is no longer referred to as "Toxic" or "Very Toxic" when checking its breathability, but instead uses the same descriptions as Oxygen.
  • No Research Selected notification now displays the default hotkey for opening research menu, instead of {RESEARCH_MENU_KEY}.
  • Starmap button tooltip no longer displays the incorrect hotkey.
  • Fix weird grammar in the Sickness contraction tooltip.
  • Tepidizer no longer says it removes germs, but instead says it heats liquid which can remove germs.
  • Added Descriptor for Space Heater and Liquid Tepidizer which display their target temperatures.
  • The Super Sustainable achievement description no longer mentions "methane" generators, but instead "natural gas" generators.
  • Slime description now says that it emits Polluted Oxygen instead of alluding to Oxygen production.
  • Liquid Tepidizer description no longer mentions heating water to perfect shower temperature.
  • Fix for misaligned "Launched!" text on Main Menu.
  • Cleaned up colony achievement strings.
  • Change "Allows Duplicant Access Permissions" from the text description into an Effects line item for all doors.
  • Storage Locker description specifies that it stores solid resources.
  • Anti Entropy Thermo-Nullifier now correctly says it must be given piped Hydrogen, rather than saying it can be submersed in Hydrogen.
  • Automation Sensors now show a warning if you haven't connected an Automation Wire to them.
  • Updated "No Wire Connected" status item changes to reduce confusion between wire and automation wire.
  • Fixed an issue causing achievement requirement checkboxes to show the wrong values.

Audio
  • Wood generator sounds updated.
  • Space Heater sounds are less constant at high gamespeed.
  • Updated achievement impact sound.
  • Adjusted audio mix when placing buildings.
  • Added sounds for the Sunny Disposition trait.
  • Improved the Morb death sound.
  • Tiny adjustments for dupe interacts with Desalinator sounds.
  • Disabled on use UI click sound for skills button on Printing Pod.

Support for animation mods
  • Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory.
  • The game will look for a *_anim.bytes, *_build.bytes, and *.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added.
Other
  • Fix bug blocking placing a building immediately after changing rotation.
  • Fix bug where tiles replacing ladders could go over HiWatt wire or drywall.
  • Jet suits also count toward exo suit achievement.
  • Fixed crash that could occur when room shapes were updated.
  • Fixes bug where the below state on the critter count sensor was toggling every 200ms
  • Fixed memory leak in timelapse slideshow.
  • Timelapser no longer captures active overlays in screenshots.
  • Autosaves now generate load screen previews screenshots.
  • Colony Summaries use the last summary screenshot rather than the save screenshot, because the save can be "ahead" of the summary.
  • Fixed crash related to timelapse screenshots.
  • Plants and critters that are sensitive to atmosphere pressure check a larger footprint of cells for “safe” air which should make their state more stable.
  • Rust deoxidizer bubble animation updated
HOTFIX - 365655 - 9/5/2019
  • Reverted update 364722 changes to plant air pressure sensing as they caused issues with waterweed growth and plant "blocked" status.
Oxygen Not Included

After a bit of a last minute delay, developer Klei Entertainment has announced that its enormously enjoyable space colony management sim, Oxygen Not Included, will be leaving early access and getting its full PC launch next week, on Tuesday, 30th July.

Those that opt to take up Oxygen Not Included's challenge come launch day, will find themselves tasked with constructing and managing a sustainable colony deep within an alien space rock - achieved by commanding a steadily growing team of Duplicants, while also ensuring all their basic needs - eating, breathing, and pooping, for instance - are met.

Crucial to the endeavour is the manipulation and redirection of liquids and gases into (in the case of water and oxygen) and away from (in the case of anything poisonous) your burgeoning colony. It's a wonderfully rich experience, with some gloriously endearing presentation, that's gone from strength to strength during early access development.

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Oxygen Not Included

After an extended stint in Early Access, Oxygen Not Included is set to launch next week. Developer Klei postponed the launch back in May, and it looks like it's just going to make the second launch window of July by a hair's breadth. 

The colony sim has, not surprisingly, changed quite a bit during its two years in Early Access, sprouting a new skill system, which is a bit more micromanagement intensive; loads of new things to construct, including ranch buildings for the alien critters you can rear; and an automation system that lets you use logic gates and sensors to make things more efficient. 

New for 1.0 are asteroids with random traits, explorable of course, along with a bunch of new biomes and buildings. And while survival will be your biggest concern, you'll also have colony goals that your diligent duplicants will need to work towards. More details on what the launch update includes will be available on the day. 

While Klei's now working on Griftlands, it still has plans for Oxygen Not Included. There's more the developer wants to explore, though it's not yet sharing what that might be. 

Oxygen Not Included is due out on July 30 on Steam and the Epic Games Store

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