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Oxygen Not Included Spaced Out! Coming to Steam Early Access Dec. 8th!

Oxygen Not Included Spaced Out! Coming to Early Access!


With that, we are excited to announce that Oxygen Not Included: Spaced Out! will enter Steam Early Access on December 8th! The starting price for the DLC will be $14.99usd and will require ownership of the base game Oxygen Not Included. The final launch price has not been determined, but will likely be higher to reflect the growing size of the game.

Once again, thanks for all your feedback and excitement - See you on December 8th!

Oxygen Not Included Spaced Out!

The Duplicants are back again, and this time they're ready to rebuild their colonies from the mysterious remains of a planet torn asunder!

In Oxygen Not Included: Spaced Out! you'll spearhead space missions to new and undiscovered Planetoids, transport resources between bases, and manage multiple worlds on the fly to build a megacolony that not only survives, but hopefully, thrives.

New Multi-World Gameplay
Put your colony management skills to the test by juggling the needs of Duplicants in multiple colonies simultaneously. Switch between planets in real time and secure rare resources on other worlds to supply your home base.

Expanded Rocketry
Customize new modular rockets to your liking, then explore the expanse of space with the newly overhauled Starmap. Huge expansions to the Research Tree provide new mid-game Rocketry options, giving your Duplicants an edge in the asteroid space-race.

New Critters
Get acquainted with some new fuzzy friends - if you're nice, they might help you out around the colony!

New Resources, Biomes, Tech and More:
Tons of new biomes to explore, tech to research, and resources to mine. There's a whole new universe out there - discover it all in Oxygen Not Included: Spaced Out!

[Game Update] - 442154


Originally posted by ipsquiggle on the official forums.

Hi friends!

We’re making good progress on the DLC, which will be going into Early Access in December! In the meantime, we've got an update for the base version of Oxygen Not Included: The long requested Cloud Saves!

This is something we’ve wanted to implement for a while, and we want to get this update out before Early Access starts as it will help support the coming DLC infrastructure. So this is a fairly small update to the game, consisting of basically just this new feature. (We did manage to squash a few bugs too!)

Additionally, this update includes upgrades to both the game engine and audio engine we're using to develop the game. This won't have much impact on you as the player, but it's a technical hurdle we needed to jump over to ensure the ongoing health of the game in the future.

Thanks as always for your support and feedback! Though we may not have been as active in the forums lately, we still read constantly and deeply appreciate all the kind words, amazing colonies, and fascinating discussions that go on here. You're the best!

Features and New Improvements


[h2]Cloud saves[/h2]
  • Cloud saves have been enabled! Use the new buttons on the Load Game screen to move your saves for cloud syncing
  • Automatic save file migration to one-folder-per-colony:
  • New save file migration window reorganizes save files into one folder per colony
  • Auto Save deleting policy is now per colony, i.e 10 max auto saves for each colony
  • New Colony list on load screen, where selecting a colony enters a second page to view the associated saves within it
  • Added a "Default to Cloud" option in game options, and a “Save To Cloud” setting per colony
  • Choosing "Sync ALL to cloud/local" will also update the default
  • Load screen has an indicator to show how to start using cloud saves. (Goes away after 5 appearances, or after the user clicks on the button.)

[h2]Buildings[/h2]
  • Oil Well now dumps and takes damage from incorrect liquids, rather than storing them and getting blocked
  • Oil Well now has better logic to keep it from getting stuck pumping if something goes wrong with it
  • Fix Petroleum Generators from getting stuck if they're supplied with mixed fuels, now they seamlessly change over

[h2] Systems and Simulation[/h2]
  • Fixed partial heat transfer increasing energy and flaking fountain
  • Fixed Fish Feeder flaking
  • Fixed both Heavi-Watt Wire Bridges from flaking and doubling mass on melt
  • One cell buildings should no longer flake when melting
  • Clarified Petroleum Generator description
  • Fixed artifacts not being generated if they are the last artifact of a tier
  • Fixed power networks sometimes becoming overloaded when they are exactly at their power limit

[h2] UI and Text[/h2]
  • Fixed scaling issues for anims in the UI (notably, Duplicant portraits at high resolutions)
  • "More Info" on the error includes the actual error message in addition to the stack trace
  • Enlarged the clickable area to close message notifications so that it's easier to dismiss them
  • Clarified “level up” notification
  • "Save As" dialog now shows saves (not auto saves). Also inserts the save name and selects it
  • Updated localization strings for Chinese, Korean, Russian languages
  • Small style changes to the new game and load game buttons in the main menu
  • Removed the Sushi entry from the Database codex as it was removed from the game long ago
  • Daily Reports screen no longer crashes when hovering the domestic critter tooltip

[h2] Performance[/h2]
  • Batch symbol override assignments to avoid call overhead, saves 2-3% of frametime
  • Remove duplicate entries in Offsets, saves 1-2% of frame in fetch cost calculations
  • Push back sort order for Assignable-related chore preconditions, saves 5-6% frametime
  • Replace ArrayRefs in ScenePartitioner with HashSet for 5% frametime savings
  • Small optimization to Symbol Override system ~.5% frametime by removing unnecessary data copying
  • Small optimizations to Symbol Override system ~2% of frametime by changing the way we look up symbols and removing some debugging
  • Facegraph optimization, saves about 1.5% frametime on Dupe stress test
  • Optimized the way Dupes think about toilets. Saves about 4% of frametime for colonies with many Dupes
  • Further optimizations to toilet selection. Can have huge benefits for large numbers of Dupes and toilets: ~20% of the frame on a Dupe stress-test colony

[h2]Filesystem and Backend[/h2]
  • When deleting a save, now tries to remove the png as well
  • When removing files, now tries to remove the empty folder
  • Upgraded to Unity 2019.4.14
  • Upgraded FMOD to 2.01.05
  • Mods
  • Fixed bug in Mod "archived_versions", causing failures for archived versions of mods downloaded from the Steam Workshop
  • Mods: Error message when failing to load a building now specifies the name of the building and the mod that it comes from


A note for Mac users who were on the preview branch: Some people have reported issues switching back to the "default" branch of the game, where MacOS says "The application OxygenNotIncluded.app can't be opened." If this happens, you'll have to uninstall and re-install the game through Steam. If that doesn't fix it, please try the fix in this bug report.

[Game Hotfix] - 420700

Hello everyone! Just a small patch before the weekend to fix a couple crashes. Have a good one!
  • Fix crash if a SweepyDock is destroyed while Sweepy is trying to charge
  • Fix crash when changing temperature units in the main menu
  • Fix crash on some Windows systems when loading the game
  • Decrease the brightness of Insulated Pipes / Insulated Vents. The prior color was making certain elements hard to see, notably Oxygen

[Game Update] Summer Patch Available Now! - 419840


Originally posted on the official forums by Ipsquiggle

Hi friends!

Can you believe Summer is here already? This Spring has really flown by! And now it's time for another patch.

This update features fixes for some nasty heat creation/deletion issues as well as a fix for the "stuck digging forever" bug that's plagued us for years. More overlays are supported in the color blind modes, as well as a Storage-Compactor-full of other small fixes.

The team has been mostly focused on DLC development (have you seen the new roadmap?), but we still want to make sure that the released version of the game keeps improving. We couldn’t do that without all the help you give us by reporting bugs and providing feedback, so please keep it coming!

As always, thank you all so much for your support and excitement. It's so encouraging to us to see everyone collaborating on complex designs, helping each other solve the smallest and largest problems, and continuing to dream about the future of this game together with us!

[h2]Color blind modes improvement[/h2]
  • Crop Overlay now supports alternate color sets
  • Power Overlay now supports alternate color sets, and "Generator" icons are brighter for each mode
  • Rooms Overlay now supports alternate color sets. There are too many colors used in this mode to effectively find excellent colours for each mode, so colors have been chosen to focus on making the most common rooms feel distinct from one another
  • Germ Overlay now supports alternate color sets
  • Harvest Tool Overlay now supports alternate color sets
  • Temperature Overlay and Thermal Comfort Overlay now support alternate color sets

[h2]Buildings[/h2]
  • Timer Sensor's copy settings now copies elapsed time and whether it is in cycles mode or not
  • Ice Maker is now overheatable like other production buildings
  • Sweepy's Dock is now overheatable
  • When a Hammer strikes Automation Wire/Automation Ribbon, it will correctly read the length of the wire/ribbon now
  • Sauna no longer requires steam in pipes to operate, only that there is sufficient steam in storage
  • Liquid and Gas Reservoirs no longer round the amounts of their contents before testing logic levels. Fixes a bug where they would activate when they were "close" to the activation amount
  • Transit Tube corner animations have been made all the same length
  • Transit Tube corner animations play faster so that Duplicants maintain consistent speed
  • Ore Scrubber no longer requires chlorine in its pipe to work, only in its storage. It also shows a red status icon when it has insufficient mass in storage.
  • Skill Scrubber now has a higher priority class, which should help the dupes head there without ignoring it
  • Critter Feeder, Fish Feeder, and Lure are now Ranching Supply errands instead of Storage
  • Partial fix for Wind Tunnel requiring gas underneath to function
  • Outhouse now handles dirt correctly. Dirt is consumed per usage (13kg), Polluted Dirt output now includes Dirt used (6.7kg -> 19.7kg). Dirt is not destroyed on clean (it's dropped with the Polluted Dirt), and is not returned in full on deconstruct. A full supply of dirt is required to become usable after cleaning
  • Copy Settings correctly updates the flow rate for liquid and gas valves

[h2]Duplicants and Critters (and Robot)[/h2]
  • Prevent fetch errands from putting items in storage that were never requested. This is a partial fix for "buildings with weird stuff inside them."
  • Sweepy now correctly starts and stops charging if the dock becomes powered/unpowered while Sweepy is trying to charge
  • CO2 puffs exhaled by Duplicants will no longer teleport their CO2 upwards when released inside a non-breathable space. Instead they will try to find a nearby CO2, breathable, or other gas cell to release into.
  • Fix Critter Feeder storage errand type to be Ranching Supply instead of Storage
  • Duplicants no longer emit CO2 puffs into a cell different than the one they were standing in. This prevents them from injecting CO2 into rooms that would be otherwise air-tight/unbreathable
  • Duplicant breath effects now match the actual mouth position and facing of the Duplicant. No more exhaling from the middle of the back!
  • Duplicants no longer regain "Mourning" status if there is a dead Duplicant when the game loads
  • Balloon Artists now have a status item during their Joy Reaction

[h2]Systems and Simulation[/h2]
  • Fix partial melting/partial evaporation heat calculations. Energy used should be the energy required, not the difference of what's available
  • Fix solid flaking temperature deletion. Uses the actual energy required for the melt, as well as the SHC of the transition element
  • Fix gas temperature swapping heat loss
  • Fix bug where Auto Sweepers' storage was growing unbounded, but not delivering contents
  • Unfortunately this reverts the fix to the bug where sweepers drop their contents on load - our delivery system requires this, for the time being
  • The seed chance bonus from the Agriculture skill was only being applied at 1/100th strength. Now a 3% increased chance actually means a 3% increased chance. (This is on top of the base 10% chance any crop plant has of producing a seed)
  • Fix a case where "ghost bottles" would appear outside of buildings
  • Fix meteors depositing regolith on the wrong side of thin walls
  • Fixed the melting temperature of solid Methane
  • Duplicants and Robo-Miners should no longer infinitely dig. Please let us know if you see any new oddness with digging.

[h2]UI and Text[/h2]
  • Resources panel should no longer flicker and possibly crash the game when resources change at low framerates
  • Fixed vertical wind tunnel description
  • Fixed Puft Prince description
  • Fixed the Arbor Tree incorrectly stating that it had a seed drop chance. Pips must be utilized to get extra Arbor Seeds
  • Significantly reduce wait time when a crash occurs with mods present
  • Conveyors show the proper names of contents, rather than always showing their element (e.g. Genetic Ooze)
  • Renamed the baby Pokeshell's molt to Small Pokeshell Molt. This makes it more clear in the various lists and screens where the molts can show up and fixes the functionality of the Conveyor Element Sensor
  • Fix the Vitamin Chews saying they have no effect, when their effect is, in fact, 0.5
  • Microchips and Micronutrient Fertilizer items will group into a single item when on the ground
  • Fix drag tools (i.e. pipes, cancel) not stopping when clicking near UI
  • Light overlay color is more vivid so it matches color choices of other overlays and is easier to read lower light-levels
  • When hovering over a Wire, its current load will only be colored "strained" if its potential load is higher than its max load
  • "Underway" text on starmap screen is now localizable
  • Duplicant age in Bio panel is now localizable
  • Duplicant age once again counts correctly.
  • Insulated pipes/vents are now blue in the Plumbing/Ventilation overlay, rather than orange, to differentiate them more from radiant pipes/vents
  • As well, duplicant "printed" cycle is correct instead of decreased by one.
  • Update strings for Chinese, Korean, and Russian

Oxygen Not Included DLC Roadmap July 2020


[h2]Recap[/h2]
We last touched base in February where we announced that we're working on a DLC. Shortly after that, we put out another free Content Pack in March... and then a global pandemic hit and work from home began. At that point we decided it was best for the team to refocus their efforts on the new systems and content of the DLC, while putting out semi-regular bugfix patches for the released version of the game. Since then, we've put out our May patch and now our July patch -- releasing in a few days! (And finally fixed infinite digging, I might add!)



[h2]New Systems: There are 3 major new features:[/h2]
  • Multiple colonies on multiple asteroids running simultaneously! From lonely mining outposts to thriving hubs of industry, each world can contribute to sustainability across your civilization.
  • A new radiation simulation and overlay, with conduit-like infrastructure to harness it for science and industry! We're adding this as a new fundamental system with integrations into many parts of a successful colony.
  • Space gameplay has been reimagined. Space destinations are now actual playable asteroids which can be landed on and settled. Rockets themselves are now easier to launch, more interesting to control, and have a deeper role to play by providing infrastructure between asteroids.
  • New Content: While the majority of the new content will of course be in service of the new systems, we're also adding a new start biome, and multiple new biomes throughout the asteroid cluster with their own critters, plants, and resources to discover and integrate into your colony.


We're also adding other bits of content, new buildings, traits, and more, to keep expanding on the ONI experience!

Keeping performance steady as we add these new features, and trying to improve on it where possible, continues to be a high priority for us while developing this DLC.

[h2]What about Vanilla?[/h2]
The base game, which you currently own, will also see a large update when the DLC is released! Bug fixes, UI improvements, balance and tuning improvements, and base-game content updates will be synchronized across all versions of the game. So even if you choose not to play with the DLC, we're working to improve your experience as well!

[h2]Timeline[/h2]
We're going to get the DLC into your rubber-gloved-hands some time this year. The fallout from Covid19 has really altered our estimates and shifted our priorities, so we're not going to make a more specific promise than that. As we get closer to the big moment, we'll be sure to give you more updates!

[h2]In Summary[/h2]
Most of the team has been hard at work staying safe and developing the new DLC, even while we've continued to fix issues and performance on the released version of the game. We are adding new fundamental systems so we're taking the time to make sure we get them right, and especially working to integrate them well into the existing gameplay for all players to enjoy.

We're as excited as you are to be playing the game with these new features in it, and can't wait until it's complete! Thank you from the bottom of our cardiovascular systems for all your support, suggestions, encouragement and enthusiasm, which has got us this far. Onward!