
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.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Korean*, Russian**languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 608 reviews with recorded playtime.
Reviews
Themes across 605 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Oxygen Not Included is a masterpiece of chaotic engineering. It disguises a brutal, deeply complex thermodynamics and plumbing simulator behind a deceptively cute cartoon art style. You start out just trying to dig a toilet, and fifty hours later you’re sweating over gas pressure, automated heat management, and liquid locks to keep your base from suffocating. The brilliance of the game lies in its cascading problems: every solution you design creates two new, unexpected issues. It’s incredibly rewarding, addictively challenging, and it respects your intelligence. If you love deep, complex management games and don’t mind watching a few early colonies fail spectacularly while you learn the ropes, it is an absolute must-play. Rating: 9/10 – Brilliant, punishing, and utterly addictive.
Klei tweaked the base game's Pacu stats just to push the Aquatic Planet Pack DlC. Without purchasing the DLC, you don’t get the underwater care station, making it nearly impossible to raise Pacu properly in the base game or Spaced Out. Ever since being acquired by Tencent, their monetization tactics have become really greedy.
Love this game, Wanted to play this game forever ago but didn't have a PC. Now life is good Life is Complete.
Знаю эту игру с 3 класса, сегодня я на втором курсе. За все это время я настолько сильно влюбился в эту игру.. но до сих пор не все о ней знаю.💀 Игра - сильная душниловка с физикой. Но епт, как же это прекрасно. Мультяшная графика + физика = что то странное, но Klei обвернули все физические процессы, страдания, смерти и разрушения в очень приятные анимации.. В случайный момент засмотришься на Дубликанта, чистящего опреснитель (или вообще что угодно). Каждый раз, когда запускаешь новую игру ты понимаешь, что тебе предстоит развиться от лужи воды и деревенского туалета (Едите вы рядом с ним), до роскошных казарм, невообразимо сложных систем фильтрации и даже до сжижения кислорода с водородом.. ведь с астероида, на котором ты когда то бомжевал, придется улететь. На ракете. Но это раньше, сейчас можно "завершить" игру разными способами. Например - возведение ВЕЛИКОГО Монумента, либо мутация всех растений, либо изучение всего, кстати, довольно глубокого лора. Казалось бы.. ..Но! Само прохождение заставит тебя ЛИБО не спать всю ночь, ЛИБО же разбить не одну мышку. Где бы ты не был, все равно думаешь о том, как бы обыграть этот гейзер, ну или что делать если нассали в пресную воду. Вытирать придется не мало. Лор игры не самая выдающаяся часть. Игра не навязывает тебе квесты, не обязует сходить туда то и открыть это.. Читать или нет - дело игрока. Но как по мне, сюжет почти не влияет на геймплей. Геймплей.. Опишу банально. Кислород - это вода, вода - перерабатывается из чего то еще, это "Чего то" надо добыть. Твой Дубликант весь на нервах, голодает, хочет в туалет и наслаждаться жизнью.. Ты получил соленую воду. Увы! у вас закончился уголь. Строй ручной генератор, сади туда Дубликанта, и пока он бегает как белка в колесе - копайся среди хлора и миллионов бактерий за новым углем. Ура! ты запустил угольный генератор, построил опреснители и вот, запустив производство воды и кислорода.. замечаешь краем глаза Дубликанта в луже нефти на дне базы, ведь он раскопал под собой слишком много. Кстати, еда тоже закончилась. Скины! Ахереть, они и тут появились.. Правильней будет назвать - оформление и одежда, которые освежили игру и позволили оформлять базу куда красивее. Улыбаешься, когда смотришь на кровать в виде моллюска, спорткара или кубика-Рубика.. Круто.
Amazing game and very natural to hop into. At 30h mark I discovered their hidden data collection setting, which was in default on. No pop-ups or anything to ask permission. When I turn the hidden data collection setting off, the game requires a restart and tells that I wouldn't get some rewards? That's too scetchy for me not to protest against. Edit: forgot to mention the 3rd party EULA - adds to my thumbs down that one.
[h2] 优点 [/h2] 对于对模拟经营、生存类游戏感兴趣的玩家来说,缺氧[spoiler]曾经[/spoiler][spoiler]相对而言[/spoiler]非常硬核而且科[spoiler]雷[/spoiler]学,并且游戏周期极长且包括很多类型的地图(尤其是添加了眼冒金星dlc和其他生态的dlc),每个存档都能玩上很久。一般睡前玩缺氧的十五分钟是人生一个小时里最快乐的三个小时。 以及[spoiler]在古迹星dlc发售的时候[/spoiler]缺氧有[strike]疑似[/strike]开始数值膨胀的情况[spoiler]尖块兽、傻鸟、玉米、熏炉、灾星……[/spoiler],大大降低了游戏难度 [hr][/hr] [h2] 缺点 [/h2] 同上,数值膨胀降低难度的同时也让游戏更不硬核。游戏整体性能上在大后期会越来越卡,但是这确实是这类游戏的通病也不太好解决。水生dlc的发布也带来一些bug(比如海龟卡砖块尖角和一些贴图bug[spoiler]但是我觉得bug一般都会修复[strike]不修复就是特性[/strike][/spoiler])。眼冒金星虽然大大更改了游戏机制,但是对人多线程操作的能力也提升了,需要同时控制多个星球进行工作。[b]而且水生dlc发布的同时给原版水下养殖砍了屠龙刀[spoiler]本人对砍帕库鱼和鱼蛋[strike]没[/strike]有意见,但是科雷把水生梳理站放进dlc且更改幸福度机制导致原版基本无法养鱼[/spoiler]再放进dlc里,[u][i]本人严重谴责这种行为[/i][/u][/b] [hr][/hr] [h2] 总结 [/h2] 老游戏,能杀时间,接受他的缺点的话[b]推荐入手[/b]
Well worth every hour sunk into this game (even if ~half of them were AFK letting the colony run/stress-test, waiting for the next thing to break) The most involved, in-depth colony sim you'll ever get your hands on (if you have the spoons to sit down and learn just how deep it runs) You want a cute cartoony colony sim? You got it. You want a thermodynamics/chemistry simulator that uses (mostly) real-world values for temperature of phase changes, specific heat capacities and thermal conductivities? You got that too. You want a game of automation that you can sink hundreds or thousands of hours into automating every aspect of the colony, until you're net positive on every resource and have an entire solar system of sorts tamed down to the finest detail? You guessed it. Can't give this game high enough praise.
The game is really good, but look at the amount of hours many players have invested in reviews. That isn't because the game has thousands of hours of content, it's because doing anything takes a long time to do. If you try to rush things, you'll end up releasing undesired gasses into your base, one of your guys will flood your mess hall, or something else disastrous might happen. That isn't good or bad, but it does require the correct mindset for you to enjoy it properly. I personally love it, even though I generally don't like "time-sink" games, but this one has enough depth that it feels somewhat warranted.
[b]나는 꼭 저 물의 세균을 제거해야한다 하지만 나에겐 정화할 지능이 없어. 검색을 해야만 해. 했는데 나에겐 정화할 이해력이 없어. 더 쉬운 공략을 검색해. 겨우 업글을 해서 만들었어. 근데 왜 세균이 있지? 피해가 가는지 검색을 해. 이거 쓸모 없다고 했어 분명히 표시만 세균이 있는 거라고 했어 근데 세균이 순식간에 퍼져. 점점 수치가 올라가. 나는 이걸 과인 마실 수 있을까? 고민을 계속 하고 있는거지.. 내가 살아오던 모든 순간에 세균표시가 없어서 다헹인 것 같음... 너무 저 표시가 날 미치게 해. 날 여기서 꺼내줘. 동선을 깎아야 해. 근데 그럴 지능이 없어. 이동거리가 길대. 길대. 길대. 하지만 정리하고 싶어 구역을 세세하게 나누고 싶어. 밥과 식탁을 나누고 장식방을 나누고 보관함도 하나하나 나누는 나에게는 힘든 게임이야..벨트자리도 눈에 보이게 나눠야 하고. 분류해야 하고, 격리해야 하고. [/b]
The game mechanics are exceptionally deep and well-made. Unfortunately, these very badly explained - even the in-game encyclopedia lacks a lot of important information. Experimenting is extremely time-consuming and unrewarding. In general, solving issues is interesting, but intentionally overcomplicated and tedious.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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