About the Game
Just make sure you don't forget to breathe.
Build Extensive Bases and Discover What it Takes to Survive:
Everything in your space colony is under your control, from excavation and resource allocation right down to plumbing and power systems. Resources will begin depleting with your first breath, however, so be sure to dig fast if you want to live.
It’s Mind Over Matter with Stress Simulations:
Keep the psychological impact of survival at bay with fun leisure activities, great accommodations and even better food for your colony. Duplicants each have different and potentially destructive ways of reacting to stress, so be sure to always keep them happy. Whatever the cost.
Avoid Boiling with Thermodynamics:
Temperature control is a constant concern in space; too cold and you'll freeze, too hot and you'll fry. Keep tabs on ambient environmental temperatures and your colony's heat production to maintain a nice, cozy atmosphere for your colonists.
Enhance Efficiency through Complex Gas and Liquid Simulations:
Create interlocking pipe systems to swiftly deliver fuel and liquid to critical areas of your base. Plan well and be rewarded as your colony transforms into an imperishable, well-oiled machine.
Take Charge with Power Grid Simulations:
Choose from a multitude of power sources including coal, hydrogen, natural gas or just plain old elbow grease. Manage power runoff, circuit overloads and meltdowns to keep your colony running smoothly.
Always Keep Yourself Breathing:
Enter the Oxygen Overlay and watch air moving through your base in real time. Monitor carbon dioxide accumulation and oversee oxygen generation processes to mold your colony into a veritable deep-space oasis.
Waste Nothing through Extreme Recycling:
Make use of every last resource for a base that truly exemplifies efficiency. Recycle waste into precious fuel, process unbreathable gas into air or harness the natural bodily processes of wild creatures for food. If you’re clever, you might even be able to run a base off colonist farts.
Explore Diverse, Procedurally Generated New Worlds:
Summon new worlds with a push of a button. Experience tons of untamed space rocks, then suffocate to death in them!Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
All versions
- Fixed issue where plants that are out of fertilizer would be operationally active on load.
- Fixed issue causing incorrect font for Cyrillic characters.
- Potential fix for a crash related to opening an element database entry.
720580
Fixes
All versions
Fixed locked Insulated Doors not applying the insulated property on load.
Fixed Klei account issue accessing Supply Closet on Linux.
Fixed already inspected buildings not remembering they were inspected on save/load.
Fixed missing characters in some fonts.
Fixed an issue with power generators failing to calculate the running average temperature in some situations.
Fixed missing translations for Printing Pod sidescreen.
Fixed Hot Tub increasing temperature when not in use.
Bionic Booster Pack
Fixed crash related to Bionics trying to find oxygen.
720697
Fixes
All Versions
Fixed issue preventing input when some sidescreens (Manual Generator, Space Heater) were open.
[img src="{STEAM_CLAN_IMAGE}/25339032/a709939e50a015ebae860883329627a16780da46.png"]
Hi everyone,
[p align="start"]Our March 2026 Bug Fix Update goes live today![p align="start"][p align="start"]For this free update, we focused on squashing a bunch of bugs. We also made some changes to the sim and upgraded the version of the Unity engine we use. Everything mentioned in this post applies to all versions of ONI.Highlights
Upgraded Unity
Modified the temperature exchange formula to be less error-prone.
Small masses (micrograms) now exchange temperature in the sim.
Fixed a number of bugs with off-gassing liquids.
Domesticated plants no longer consume fertilizer while wilted.
Hidden fog of war tiles associated with POIs will now be correctly revealed. This will not fix existing saves.
Fixed open doors transferring temperature in a vacuum.
Batteries no longer function when entombed.
A little more detail...
[p align="start"]We tweaked the formula we use for temperature exchange for tiles and debris, making it more stable for small fluctuations and oscillations. It should feel the same, just less buggy! We've also added temperature exchange for small masses, which should clear up the issues folks were experiencing when using the Conveyor Rail Element Sensor to separate out cooled elements from hot ones. [p align="start"]Off-gassing liquids that were emitting gases in the wrong amount or at the wrong temperature, removing more liquid than intended, and/or deleting mass from the tile below them... will no longer do that! Whew.[p align="start"]Ugly Criers now produce the expected volume of tears. Previously, some tears were evaporating instantly because they didn't have enough mass. Now, Dupes will hold back their tears until they've got enough mass built up to properly open the floodgates of emotion. Meanwhile, Duplicants who share the same name will no longer mistakenly share the logging of their stress modifiers in UI screens. [p align="start"]Open doors will no longer cause temperature to be exchanged in a vacuum. This resolves issues where open mechanized airlocks could erroneously transfer heat, and should also resolve instances of gases not flowing through open doors.[p align="start"]In new games, POIs that are hidden behind fog of war will now be revealed correctly.Summary
[p align="start"]We took a break from paid DLCs to fix bugs! Hopefully, this helps everyone's colonies chug along more smoothly - surviving in space is challenging enough already. [p align="start"]Found new bugs? Report 'em here. Got feedback? Let us know here! Your insights are super valuable to us. Thank you so much for playing![p align="start"]Full patch notes
Changes and Improvements
All versions
Upgraded to Unity 6.3.
Made adjustments to the Printing Pod sidescreen UI Layout and added a Research button.
All versions
Simulation
Removed lower mass limit for temperature exchange in the sim for tiles and debris.
Tweaked the formula we use for temperature exchange for tiles and debris, making it more stable for small fluctuations and oscillations
Fixed a bug where material that didn't exchange temperature would not consider changing state.
Fixed bugs where off-gassing liquids in the sim could emit the wrong amount of gas, emit it at the wrong temperature, remove more liquid than was intended, and/or delete mass from the tile below them.
Batteries no longer function when entombed.
Percentages displayed in the UI no longer round up to 100%, to avoid confusion in cases where the real number is actually slightly lower (e.g. 99.6%).
Domesticated plants no longer consume fertilizer while wilted.
Nosh Beans, Sleet Wheat Grain, and Mimillet will now rot while marked for compost, and retain their rot value if the compost request is cancelled.
Adjusted mouse drag threshold before a click is interpreted as a drag, to reduce mislicks on buttons.
Hidden fog of war tiles associated with POIs will now be correctly revealed. This will not fix errant tiles in existing saves.
Duplicants with the same name will no longer share logging of stress modifiers in UI screens.
Ugly Criers will now weep the correct volume of tears.
Doors
Fixed doors exchanging temperature while open in a vacuum due to automation signals causing them to be in an incorrect state.
Door access control change requests will now persist in save files.
Fixed an issue where applying copy settings to both tiles of a door resulted in the settings being applied twice, undoing the settings change. This may fix other copy settings bugs as well.
Power System
Computing the maximum safe wattage of a building on an electrical network (Properties tab > Circuit Overview), now considers joint plates that are part of that circuit, as well as wires. Prior to this change, joint plates were not considered.
Disabled power transformer buildings will no longer incorrectly display the No Wire status.
An electrical circuit with a broken Wire Bridge will no longer initialize as connected when loaded from a save game.
Fixed an issue where a Power Shutoff constructed on an inactive logic network would default to active. The default behaviors are now:
No logic network: active.
Inactive (red signal) logic network: deactivated.
Active (green signal) logic network: active.
Critters
Fixed Pacus playing idle animation when a wrangle errand is created or cancelled.
Fixed Bammoth and Hatch missing ropes when wrangled.
The "No Critters Available" status for Shearing Station, Grooming Station and Milking Station is now "No Critters Ready." This avoids confusion in situations where there are shearable critters nearby who are not yet ready to have their shearables harvested.
The Critter Fountain's contents no longer exchange temperature with the environment.
The Milking Station description has been updated to include Husky Moos and biodiesel.
Pitcher Pump
Fixed a bug where Pitcher Pumps would report incorrect volumes of available liquids.
Fixed Duplicants occasionally becoming infinitely stuck using a Pitcher Pump at single tile depth.
The Pitcher Pump will no longer extract liquids from outside the visually indicated area of interaction.
Story Traits
Fixed a bug where Fossil Fragments marked for excavation were not creating an errand on load.
Fixed Somnium Synthesizer not consuming small amounts of Dream Journals correctly, which was preventing it from accepting delivery requests for more Dream Journals.
The Wall Chart prop in the Printerceptor POI now unlocks only the next journal entry. It previously had a specific entry to unlock first.
Fixed a bug where irrigated plants using the Hydroponic Farm were growing and unbothered by the lack of irrigation when loading a save where those plants had been wilted due to insufficient amounts of liquid in the farm tile.
Fixed a bug that was causing Command Capsules and Spacefarer Modules to fail to show player-customized names in the Details screen title bar.
Previews for striped and curved drywall blueprints under construction will better match the completed building.
Splash effect now plays correctly when things fall into liquid.
Fixed bug preventing certain plant seeds from being displayed on Pedestals, Shelves, and Sweepies.
Fixed an issue where timers on Filter/Buffer Gates were inaccurate.
Fixed items no longer exchanging temperature with their environment after being removed from a Refrigerator.
The Liquid Shutoff will now retain the current flow it was saved with, rather than resetting to 0 on load.
Duplicants with the Banshee stress reaction will now wail if the reaction triggers while they are standing in liquid.
Fixed building lights appearing invisible when loading saves.
Minor adjustments to Research sidescreen layout on research stations.
The Apothecary's Effects panel now mentions that it produces medical supplies.
Fixed "Plant" sidescreen button and Emulsifier building translations in Korean localization.
Right-clicking will no longer also register as a left-click on UI widgets.
Fixed an issue where names of items in storage were truncated too early. Adjusted the font.
Corrected an error in the values displayed by the Condition Panel's Body Temperature tooltip.
Base game only
Fixed a crash that would occur when selecting a space destination with a modded element no longer present in the game.
The Telescope building's description no longer mistakenly states that it produces Data Banks.
Added Data Bank production information to the Enclosed Telescope's database entry.
Spaced Out! only
Fixed an issue where deconstructing a Solo Spacefarer Nosecone and building a Spacefarer Module resulted in some tiles not being buildable.
Fixed an issue where the Orbital Cargo Module was not requesting materials upon landing.
The Telescope and Enclosed Telescope buildings' descriptions now both specify that they produce Data Banks when revealing starmap hexes. They also list Data Bank production in their Effects panels.
Fixed the "Thrilling Flight" status item persisting on Duplicants even when they were no longer in space.
Fixed Hatches not having shadows in the Critter Cargo Bay.
Selecting a roundtrip rocket while it's mining a Space POI will now show the name of the pending roundtrip destination in their UI.
Corrected a typo in the database entry for Plug Slugs.
The Bionic Booster Pack
Fixed an issue where Bionic Duplicants would not consider power banks, oxygen canisters, or Gear Balm inside rockets if they were on the main asteroid.
Fixed Flydo attempting to pick up things through doors and then failing because they can't reach the specific cell.
Fixed a crash that could happen when Flydo evaluated errands.
Upgraded Unity version to 6000.3.5f2.
Upgraded Harmony to 2.4.2.
Fixed the infinite loop of "restart to re-install mod" in the presence of disk I/O errors.
Handle file I/O errors that may occur when installing a mod from its source.
When a mod is pending a re-install, it will display its version as "Re-install Pending" to avoid confusion over what version is installed or loaded.
Given the changes to Unity in version 6, we feel the best starting point for mod development is .NET Standard 2.1. We believe this because some uses of .NET Framework are not cross-platform compatible, and we expect future changes will make increased use of types that require .NET Standard 2.1, such as Span. We will, however, continue to build ONI using Unity’s .NET Framework API Compatibility Target.
Added a Mod Safe Mode. If the game crashes before the main menu it will load into Mod Safe Mode next time the game starts. In safe mode, mods are not loaded. This offers an opportunity to disable mods before restarting.
Mod Safe Mode is disabled if a dev mod is enabled.
Mod Safe Mode can be disabled by editing your kplayerprefs.yaml using the int key DisableAutoModSafeMode. For advanced users only.
As part of the Unity upgrade, TextMeshPro was updated. If your mod interacts with TextMeshPro, or you use a modding library that does, there might be some breaking changes to review.
Modified TextMeshPro to include the unused variable TMP_Text.ignoreRectMaskCulling. This prevents an issue with mods using PLib after the Unity upgrade.
Added TMP_InputField.DeactivateInputField() with no parameters as this was a common failure of a number of mods.
Added a helper function Texture2D ModUtil.LoadTexture(string) to allow .NET Framework targeting mods an alternative to Texture2D.LoadImage(byte\[]) which has a Span overload causing compilation issues.
Fixes
All versions
Fixed a crash that could occur when critters consume plants directly.
Fixed crash that could occur if a mess station is deconstructed while a dupe is navigating to it for a meal.
Spaced Out! only
Fixed a bug preventing a rocket's roundtrip return flight from triggering whenever a POIs last available resource was collected.
Fixes
All versions
Fixed falling liquid drops being deleted after the game loads.
Fixed Duplicants freezing when trying to relocate a critter stuck inside a door.
Deconstructing a Mess Table while a Duplicant is eating at it will no longer crash the game.
Fixed issue causing Duplicants to sometimes eat on the floor instead of at a table if a table has been disabled.
Fixed incorrect navigator pathfinding prioritization.
Reverted the fix “Attempt to prevent baby critters growing up getting stuck in a tile if the adult is larger than the baby (e.g. Jawbo).” as it was causing some unexpected sideffects.
Fixed a bug which allowed the Printerceptor Story Trait to get stuck in a bad state if the main building was disabled.
Fixed crash that could occur if the Printerceptor was demolished or destroyed before activation.
Printerceptor Menu UI now scales with Graphic Options Screen UI Scale setting.
Spaced Out!
Fixed a bug where rockets with a drillcone would sometimes fail to complete roundtrip flights if they had run out of diamond.
Prehistoric Planet Pack
Fixed Ovagro related crash.
Fixes
All versions
Fixed an issue where Duplicants could occasionally bypass suit checkpoints without equipping a suit.
Fixed Duplicants dropping items marked for compost when they pick them up. Composts no longer drop stored items on load.
Removed in 704096
Bionic Booster PackFixed Flydo not choosing to pick up objects in certain situations.
Fixes
All versions
Fixed an issue where Duplicants could occasionally bypass suit checkpoints without equipping a suit.
Fixed Duplicants dropping items marked for compost when they pick them up. Composts no longer drop stored items on load.
Removed in 704096
Bionic Booster PackFixed Flydo not choosing to pick up objects in certain situations.
Changes and Improvements
All versions
Updated Korean localization.
Fixes
All versions
Fixed Pacu being confined even though they are not.
Fixed Fish Release miscalculating number of fish.
Fixed crash that could happen when using the Grooming Station or Shearing Station.
Potential fix for an async pathfinding crash.
The flavour text at the top of the Hatch's database entry has been restored.
Removed a couple deprecated buildings listed in the Industrial Machinery database entry.
Removed email lore from Dead Plant prop in the Printeceptor POI.
Spaced Out! only
Fixed pathfinding crash related to deconstructing rocket interiors.
Adjustments to Cargo and Utility Module sidescreen layouts to prevent large rocket’s module panels from overflowing screen boundaries.
Bionic Booster Pack
Fractional Microchips round up when loading a save to prevent Duplicants from getting stuck “Supplying power materials”.
Prehistoric Planet Pack
Jawbo and Gnit eggs now appear in the Printerceptor menu.
Changes and Improvements
All versions
Pacus can now be wrangled directly.
Fixes
All versions
Fixed an issue that was causing the pathfinding thread to silently crash instead of displaying the crash report screen. This resulted in Duplicants only being able to path to areas they could reach before the thread crashed.
Fixed a multithreaded pathfinding crash that could happen when building or deconstructing suit checkpoints.
Reworked asynchronous path probing to make it more robust to multithreading race conditions.
Fixed an issue that could result in unreachable tiles being miscalculated as reachable.
Spaced Out! only
Rockets no longer require a Cargo Bay to launch with automation.
Bionic Booster Pack
Fixed Bionics not using Gunk Extractors if a toilet building is in the assigned room.
Fixed issue preventing certain DLC combinations from displaying the Flydo category of the Door Access Control sidescreen.
Prehistoric Planet Pack
Fixed Jawbo having multiple 'Relocate To' buttons.
Fixes for 702808
All versions
Fixed multithreaded pathfinding crashes that could happen when building or deconstructing suit lockers, doors, and transit tubes.
Current Release
22804477
Uploaded May 13, 2026
System Requirements
How to Install
OxygenNotIncluded.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.6 GB
22804477
57050AF5
6298260d50312d902e408e5ed59dfc27a17904f6c53ca03c9808f71cbe63e8a0
You May Also Like
View AllDownload Oxygen Not Included for PC with a direct link or via torrent. Get the full version of Oxygen Not Included for free. Oxygen Not Included is a Indie released by Klei Entertainment.