It's time for the 2024 roadmap! We've been having lots of conversations behind the scenes, and have some big news to share:
We're back to work on content-focused DLCs!
There are tons of great things we want to add to the ONI universe, and they're getting too big to squeeze into free updates.
Wait, What?
When we were originally considering making more DLCs back in early 2022, we had just come off a three-year-long haul on Spaced Out!, and our ideas for future DLCs were all on a similar scale. Trying to make them work for both the base game and Spaced Out! was daunting.
But over the past year, DLC ideas just kept coming—many of them focused on content that would be a more natural fit with the base game, Spaced Out! DLC, and each other.
So after a year of smaller free updates, we're switching back to paid DLCs that'll allow us to take our derpy little colonists into wild new uncharted corners of time and space.
Our plans for these modular DLCs center around new asteroids packed with new biomes, critters, plants, buildings, elements, lore and blueprints (aka cosmetic skins).
At some point, we may make systems changes. If that happens, those changes will likely be added (for free) to any existing versions of the game that you may own.
What's Next?
We haven't nailed down an exact schedule, but we do know that it won't involve multi-year waiting periods between DLCs!
In fact, we're planning to release the first one this year. Perhaps featuring a chilly new starting asteroid...
We'll keep releasing free quality of life updates, fixing bugs and improving performance.
We're also continuing to build out the blueprints system, creating more opportunities for colony customization. You'll be able to earn blueprints through gameplay, and we expect to include new collections in DLC as well.
TL;DR
Our plan for this next chapter is to switch from occasional smaller free updates to content-focused paid DLCs. We're still doing free QoL updates.
We know it's a big pivot! This year's ONI adventure promises to be a particularly exciting one.
Thank you all for your ongoing support—it means the cosmos to us.
See you at the next DLC!
FAQ
Why the change from free updates back to paid DLCs?
DLCs were always the better choice for expanding the ONI universe, but we just didn't think we could do it. Now that we have new ideas that play nicely with existing versions of the game and lend themselves well to mixing and matching later on...we're making it happen!
Will these new DLCs work with both the base game and Spaced Out?
Yup!
What kind of DLCs are coming?
Lots of new content: New starting asteroids, biomes, critters, plants, buildings, elements, lore and blueprints (aka cosmetic skins). We expect that each DLC will contain all of these things, but that may change depending on demand or scheduling concerns. No big plans for systems changes right now.
How much will these DLCs cost?
The plan is to have them cost less than the Spaced Out! DLC. We’ll have more details as we get closer to release.
How often will we get new DLCs?
The first one is scheduled to come out this year, and the turnaround time between DLCs will be (much, much) shorter than it was for Spaced Out!
What's happening to blueprints (aka cosmetic skins)?
We expect that DLCs will include new blueprints, but blueprints already in the game will be attainable through gameplay.
Are you still doing free QoL updates?
Yes! We're still figuring out the scale and scope for these, but we have lots of performance improvements and bug fixes on our To Do list.
Welcome to ONI's February 2024 Quality of Life update!
This minor update includes new buildings, UI improvements, performance improvements, bug fixes and new cosmetic skins for both the base game and Spaced Out! DLC.
Critter-Related
We split the existing Critter Drop-off into two separate buildings—one for drop-offs and one for pick-ups—making it easier to manage critter population and relocation between rooms.
These buildings will only count or permit drop-off/pick-up of the critter species specified in their filters.
We've also added a new Airborne Critter Condo! It's an elevated take on critter relaxation, designed specifically for Gassy Moos, Pufts and Shine Bugs.
QoL
You'll notice significant performance improvements for critters, as well as improvements in myriad other parts of the game. The Gas Reservoir storage capacity has been increased from 150 kg to 1,000 kg.
We improved the organization of tabs in the details sidescreen to make it easier to find what you're looking for. We've also added new tools there: "Material" lets you view and change what a building is made of, while "Blueprint" allows you to toggle easily between relevant cosmetic skins for buildings or Duplicants directly in-game. The latter also contains a shortcut to the Supply Closet.
Bugs & Other Cool Stuff
In both versions of the game, we fixed a slew of critter pathfinding bugs, as well as a bug where some plants were looking wilted when they were actually ready to harvest. The "Easy Livin'" achievement bug that required Auto-Sweepers to outperform Duplicants by 50% (rather than simply outperforming them) is also fixed.
For Spaced Out!, the Water Asteroid no longer mistakenly gets discovered on load when a Rover is stored in a rocket in space, and we fixed a glitch where rocket ports would sometimes delete liquids and gasses.
We've added more than 100 new blueprints (aka cosmetic skins) for both the base game and Spaced Out!, and added two new categories of blueprints.
In honor of the precious goobers lost in the name of space colony-building, we've updated the Tasteful Memorial to display the portrait of the Duplicant buried there. This applies to all future burials. In memoriam duplicantum, friends.
Summary
The Critter Drop-Off building is now two separate, single-purpose buildings! There's a new Airborne Critter Condo! The details sidescreen is simpler and contains new tools! Bugs have been squashed! Critter performance has been improved! The Tasteful Memorial now features Duplicant portraits! There are over 100 new blueprints!
You can find out more about our plan for this year in the 2024 ONI road map!
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch.
Help us track down new bugs to fix, or click here to send us your feedback and ideas! We appreciate all your input.
We're releasing a special batch of blueprints to wrap up another 365 cycles of astronomical adventures. They're available for both the base game and Spaced Out! DLC.
You can claim some of these through the Klei Rewards website, which can be accessed via the link in the main menu.
As ever, it's been great having you in our orbit. We can't wait to see what you build this winter. See you next year!
Warm wishes to you and yours, The ONI team
All Versions
Added new blueprints (aka cosmetic skins).
Fixed a visual error in Storage Tiles.
Spaced Out! only
Fixed crash that could occur when cancelling construction of rocket modules.
This is ONI's 50th update—we can hardly believe it! Whether you've been choking down mush bars with us since the first one or joined in somewhere along the way, thank you for being here.
We're celebrating with a new germ-themed story trait, new buildings for storage, food preservation and critter happiness, a sandbox story trait placement tool, expanded critter moods and new cosmetic skins (aka blueprints). These can all be used in both the base game and Spaced Out! DLC.
We also fixed some bugs, and made a new ONI short! Check that out <here.>
Grow A Bot
An abandoned lab full of decommissioned machinery offers an unexpected new use for Zombie Spores that really puts the "ew" in "renewable energy." Once the musty old equipment is up and running again, the colony can use it to build and grow the necessary components for a mechanical alternative to Duplicant labor. That means fewer Duplicants being sent into hazardous work environments!
Food Dehydrator and Rehydrator
The new Dehydrator building is designed to drain all of the moisture out of foods prepared on the Gas Range. Dried foods aren't edible, but they are conveniently non-perishable and don't need to be refrigerated.
When it's time to eat, just send the dried food through the new Rehydrator building to restore its original texture...and most of its flavor.
Creature Comforts
Critter moods have been revised and expanded. The new Miserable state is for extra-glum critters, and results in Glum levels of metabolism plus zero egg-laying. Critters who are not Happy, Glum or Miserable will feel Satisfied—these will have default metabolism and fertility. Only Happy critters get a fertility boost.
We've also added new Critter Condo and Water Fort buildings to boost critter happiness, and worked on some long-overdue bug fixes and changes to Pacus that might affect existing ranches.
Other Cool Stuff
New design for messages on the Main Menu screen.
Nearly 50 new blueprints added to the Supply Closet.
New Storage Tile.
New sandbox tool for adding story traits to existing saves.
Added a Rocket Port Extension for Spaced Out! DLC.
Added a search function to more sidescreens.
Summary
A new story trait! A new sandbox story trait placement tool! New blueprints! More nuanced Critter moods! New critter buildings! A new Storage Tile! And so much more.
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported <Previous Update branch>.
Fifty updates later, and we're still loving every moment of this astronomical adventure.
If you have <bug reports> or <feedback>, let us know! We're so glad you're on this ride with us—the ONI universe wouldn't be the same without you.
Our October 2023 Quality of Life update goes live today!
This minor update includes bug fixes, UX improvements, new buildings and a new free recycling system for blueprints (aka cosmetic skins) for both the base game and Spaced Out! DLC.
Highlights
Critter-themed improvements: wrangling, Move To tool, gas consumption, and a new Field Guide!
Added a new Critter Cargo Bay module to Spaced Out!
Added a search bar to the storage filter sidescreen!
Added a new Light Sensor building!
Revised which buildings are considered Industrial Machinery!
Blueprints are now recyclable!
Critter Improvements
Gas consumption for Pufts and Slicksters is now linked to their hunger levels: the hungrier they are, the more they'll consume. Hunger and other critter states are now explained in depth in the new Field Guide we've added to the database. Individual critter database entries also include additional information about specific space requirements and life span (formerly called Max Age).
We've adjusted the idle behaviors for Gassy Moos, Pufts, Slicksters and Shine Bugs, so that they can now be wrangled. These critters—indeed, all critters except Beetas—can now also be easily relocated using the Move To tool that we introduced in the June update!
In addition, Spaced Out! players can move critters using the Critter Cargo Bay described in the next section.
New Buildings
There's a new Critter Cargo Bay rocket module in the DLC! It's designed to transport furry (or slimy, gassy, scaly...) passengers between asteroids, one at a time. Critters will continue to age while they're in transit, but they won't lay eggs or get hungry until after they've been released. They also won't poop—um, excrete resources—while they're in there.
Both versions of the game now have a new Light Sensor building, which sends signals based on the ambient light detected. It can be used anywhere that light levels might inform your setup: everything from opening/closing surface bunker doors for solar panels, to keeping your colony's beach chairs nice and sunny.
UX and QoL Improvements
We're making things more searchable: there's a new search bar for finding specific elements in the storage filter side screen, and another one in the Supply Closet accompanied by a toggle that filters which Blueprints are displayed (all/owned/multiples owned).
The Industrial Machinery buildings category has been reassessed, with some buildings added and others removed—details in the patch notes.
We added automation ports to the Plant Pulverizer in both versions of the game, and to the Manual Radbolt Generator in DLC, making it easier to "set it and forget it" so you can get on with the business of colony-building.
Recycling Blueprints
We've been working on adding a recycling system to the Supply Closet so you can customize your Blueprint collection. If there are Blueprints (aka cosmetic skins) that you currently own but aren't super attached to, you can now recycle them into spools of Filament. Once you have enough Filament, you can use it to print a fresh copy of a Blueprint you're more excited about... including one of the 60 new ones we've added for this update!
It's a work in progress, so let us know what you think.
Summary
The Move To tool works on critters! There's a new Light Sensor for both games, and a DLC-only Critter Cargo Bay! It's easier to search for things in storage buildings and the Supply Closet! Blueprints can be recycled to print other Blueprints!
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch. Whether you were involved in public testing or are joining us for the full update, we're happy you're here!! We look forward to hearing about how these changes land for you and welcome bug reports here, or feedback and wacky ideas here.