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Oxygen Not Included is a colony simulation where you keep a growing crew of duplicants alive inside an asteroid. Every breath, meal, and broken pipe stacks into a problem that needs fixing now.

Dig, Build, and Breathe

Carving out a base means balancing oxygen production against the carbon dioxide your duplicants exhale. One misplaced tile can choke a whole corridor, so layouts matter right from the first dig order.

Manage Morale and Mess

Duplicants develop skills as they work, but they also make waste, spread germs, and stress out when things go sideways. A clogged lavatory isn't just gross—it can spiral into a colony-wide disease chain before you notice the alert.

Keep the Machine Running

The simulation runs on resource loops: plants need clean water, generators need fuel, and every byproduct has to go somewhere. On Apple Silicon Macs, late-game bases with hundreds of cycles stay responsive, and the trackpad camera controls feel natural once you remap rotate to a two-finger drag.

A Geologist's First Week Underground

A field geologist I know treats ONI like a second job. She maps out gas pockets before digging, labels pressure zones with the notes tool, and refuses to crack open a slime biome without liquid locks in place. Her duplicants get assigned digging priorities based on rock hardness, and she pours over the temperature overlay like it’s a core sample. Watching her play is a masterclass in not panicking when half the base suddenly runs out of dirt for the mealwood farm.

Your First Five Cycles

The initial hours throw a lot at you, so nail three things early and let the rest catch up. First, build outhouses above your main ladder shaft, not below it—polluted water drips down, and you don’t want it landing on the cots. Second, set a storage bin for slime and bleach stone submerged in a shallow puddle; it stops them off-gassing polluted oxygen into your living block. Third, assign each duplicant a single high-priority task based on their interests. A dupe with the Mole Hands trait digging while someone else with Quick Learner handles research will outpace a generalist crew every time.

Forty Duplicants, One Tile, and the Pathfinding Load

On a Mac mini M4 the simulation chugs along without drama at triple speed through cycle 200. The real load comes from pathfinding—forty duplicants all recalculating routes because you deconstructed a single tile. Klei’s engine handles it cleanly, though I keep the navigation overlay closed during large demolition jobs. Memory sits around 2 GB for a mature base, which leaves plenty of headroom for screen recording if you’re pulling clips for a let’s-play. The liquid rendering fix in this build cleaned up a flicker I used to see on the water overlay with an older Intel MacBook Air, and the navgrid memory leak being plugged means fewer stutters after long sessions without a restart.

Autosaves fire off every cycle by default and take under two seconds. The one setting I change immediately is the autosave slot count—bump it to ten so you can rewind past a disaster that took three cycles to become obvious.

When a Locked Door Halts Your Entire Build Queue

Most headaches trace back to a few predictable spots.

  • Duplicants won’t build the thing you queued. Check for unreachable materials. A sweep-only storage bin on the far side of a locked pneumatic door will stop the whole queue, and the errand tab on the building menu tells you exactly who’s being blocked and why.
  • Oxygen overlay looks fine but dupes are gasping. Carbon dioxide pools in low spots. Stick an airflow tile into the floor of your mess hall and the problem usually sorts itself before you research a carbon skimmer.
  • Germ count spiraling in the water supply. Move the pitcher pump up a tile and surround it with blocks so dupes don’t wade through the clean tank after using the bathroom. A single polluted dirt tile in the water reservoir feeds germs for cycles.
  • Frame drops when liquids are moving. The liquid rendering bug fixed in this hotfix was responsible for a lot of that on older cards. If you ever run the oxygen not included mac download on a machine with integrated graphics, toggle the resolution scale down five percent—the text stays sharp but the fluid sim gets some breathing room.

Questions I actually get

What happens when a duplicant gets incapacitated?

A duplicant drops unconscious and needs rescue and resuscitation by another colonist. A recent hotfix corrected a bug where rescued duplicants would teleport to the bottom left of the world.

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