Author Topic: Oxygen Not Included  (Read 738 times)


  • You can no longer jump without feet.
Oxygen Not Included
« on: July 31, 2019, 01:18:37 PM »
Oxygen Not Included is finally out of Early Access and I threw caution to the wind and bought it today.

Its by Klei Entertainment, most well known for doing Don't Starve, so visually it has that same dark-cute feel to it. It's a colony sim, so the gameplay seems like a more accessible Dwarf Fortress or a more physics-minded Rimworld, with the side-on viewpoint of games like Terraria. That viewpoint was what put me off buying it at first as I'm played enough Terraria-clones to last a lifetime, but otherwise it has little in common.

I've only played it an hour so far but I'm enjoying it and rather hoping it will turn into a 100hr+ type game. It has cute little animations and a heck of a lot of different aspects to it, from managing water, to breathable air to electricity. I imagine the micromanaging could potentially put people off this, and I still feel a little overwhelmed (though enthralled) by all the little details on the menus that I have no clue about, or how they feed back into the game.

Also: moddable.

Anyone else played it, or planning to?

Re: Oxygen Not Included
« Reply #1 on: July 31, 2019, 03:40:01 PM »
let me guess the oxygen is DLC


  • You can no longer jump without feet.
Re: Oxygen Not Included
« Reply #2 on: August 02, 2019, 09:53:00 AM »
YOU'RE a DLC, mate.

Anyway, Rock Paper Shotgun have done a review, which I largely agree with... It feels like it's a game of problem solving and I feel I have to be in the right mood to play it. Much more comparable to Factorio than Rimworld - you need to balance liquids and gases and temperature and power and so on. I haven't warmed to my dupes (duplicants/colonists) in the same way that I do with Rimworld, they just feel like a resource to be managed.

The interesting this is that there is no real external threat, as far as I know - everything that goes wrong is essentially your fault. Unlike Rimworld or Dwarf Fortress where external threats will come in planning to murder your colonists. The one point I disagree with in the RPS review is that I don't generally feel like I'm in crisis mode - I think that's only really an issue if you try to expand in too many ways too fast. Although I haven't played about with temperature-changing stuff yet (trying to generate things from clean power), and I understand that's where the major challenge is.

I think its mostly tempting me to play all those other games I compare it to.