
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 135.2Kreviews | 97% | — | $70.9M |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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
Reviews
Themes across 1861 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Been playing intermittently since early-access. The potential is there, and this game even taught me a bit about thermodynamics. But after nearly 1000 hours, I'm done with this game. Every time I try a new colony, always something ends up ruining up. And instead of adding quality-of-life improvements to make the early stages of the game playable, instead we get late-game stuff that you will never get to use anyway. Never in my 900 hours of gameplay did I reach the surface, let alone use rocket stuff. Only a few colonies actually managed to dig for oil and produce plastic. The frustration comes from so many questionable decisions that you end up drowning the game in mods to fix them all, only for the game to not be able to handle it or having conflicting mods, not to mention updates breaking them as well. Why is storing food a supply errand instead of a store errand?? How do you cool your colony down without constant blackouts due to insane power demands?? Why are there some pages of the in-game encyclopedia missing?? You click a link and it leads you to an in-game 404. Is this game even finished?? Why is the "best" way to seal gases to put a 1g puddle of water, instead of having actual airlocks?? Speaking of puddles, why do your people get hipothermia from stepping on their own pee as they clean it?? Why do sweepies not have a liquid output, thus causing stored liquids to be stored there forever?? Why do I have this "Long commutes" warning when you need to walk to get things done and delivered?? Maybe it's because my builder builds something, then waits around because someone from the other end of the colony is carrying the resouces needed to build the next thing, instead of having the builder "compete" for that task and grab a bunch of the several TONS of sandstone that I've stored nearby?? Why is attacking affected by digging?? What combat is there even to begin with?? Wouldn't it be cool to have dedicated soldiers to defend the colony from hostile critters (which don't exist)?? Why does repairing something cost resources, but demolishing it and rebuilding it is "free" since you get the resources back?? Why are there not designated areas like other colony-builders?? Why can't I designate areas for automatic sweeping and mopping when someone decides to pee themselves or drop a resource they were carrying because it's time to sleep?? This results in you having to constantly set sweeping and mopping orders. On that topic again, why does stepping on 1g of water induce extra stress?? This makes you constantly "hunt" for puddles with the mop tool. Why do you have cool costumes that you unlock over time, only for them to be visually replaced by the costumes you craft in order to get a decor bonus?? Most of these can be fixed by mods, but then you have a heavy game where some mods might conflict and break more stuff than fix. I see screenshots of really cool late-game colonies and after all this time I'm disappointed that even my most successfull colonies couldn't achieve a fraction of that. So honestly, with all this in mind, if you want a colony-building game, I recommend looking elsewhere.
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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
Hours played at review time, across 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
Após 4,5 mil horas de jogatina, acredito poder opinar sobre o jogo e bom, comprem por conta e risco, achei que tem pouco conteúdo e não prende muito o player
[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.
嘎嘎好玩,200小时+新手,如果感觉脑子得不到锻炼,思维变慢了,打开缺氧找回高中时期无所不能的自己
This is a very challenging game! Maintaining a small area is relatively easy, but the game kinda forces you to expand. The more you expand, the more you have to deal with... Make the area too big, and it becomes difficult to sustain oxygen levels.. same for if you start having lots of living things that use the oxygen and let out CO2.. Areas can get super hot, super cold... wet areas carry lots of germs.. plumbing.. air circulation and vacuum seals.. creature farms.. One of my biggest issues with this game is, however, when you start automating stuff as you scale. Your works can randomly lock themselves in some corner of the map after build something and that's it.. they just get stuck there starving, drowning, cold.. by the time you notice, they are either almost dead and so far away that sometimes by the time someone comes to save them, they died... Basically, the AI is stupid and locks itself in corners occasionally and dies for no reason... and this can very much ruin a whole save sometimes..
The game is overwhelming at first, but once you get use to the core mechanics of the game, you start finding yourself playing hours on end per sitting, completely loosing yourself trying to keep the dupes from getting too comfortable. YES, this playthrough is a slave camp of misery :) WORK MY DUPES!! WORK!!!! The true art of this game is that no playthrough is ever the same, and at this point, KLEI has given us so many ways to play the game.
Se você gosta de quebrar a cabeça, gerenciar planilhas mentais e ver seus planos perfeitos desmoronarem porque um bonequinho decidiu urinar na caixa de água potável, você está no lugar certo. Nota de Complexidade: 9.5 / 10 Não se deixe enganar pelo visual fofinho. ONI é, secretamente, um simulador de engenharia química, termodinâmica e encanamento industrial disfarçado de jogo de sobrevivência. No começo, a complexidade parece um 4/10 (dar comida, cavar, fazer oxigênio básico). Mas o jogo escala de forma brutal. Para sobreviver a longo prazo, você precisa aprender e dominar: Termodinâmica: O calor é o verdadeiro vilão do jogo. Se suas máquinas esquentarem a base, suas plantas morrem, seus Duplicantes passam fome e a colônia colapsa. Física de Gases e Líquidos: Entender densidade (por que o gás carbônico desce e o hidrogênio sobe) e criar sistemas fechados de purificação. Automação: Programar portas lógicas (AND, OR, NOT) para automatizar sistemas inteiros e não depender da inteligência (às vezes limitada) dos seus colonos. Na categoria comercial e acessível, ONI está no topo do Everest da complexidade. Minha Review Sincera: Um Caos Maravilhoso Oxygen Not Included é uma obra-prima de nicho. Ele entrega exatamente o que propõe: um sistema incrivelmente profundo e interconectado onde toda ação tem uma reação (geralmente catastrófica). O que eu amo no jogo: Física consistente: Quase tudo no jogo segue regras muito claras. Se você projetar um sistema fisicamente correto (como um SPOM — gerador de oxigênio auto-sustentável), ele vai funcionar. O jogo recompensa a inteligência e o planejamento como poucos. Fator "Só mais um ciclo": É extremamente gratificante passar três horas desenhando um sistema complexo de resfriamento e vê-lo funcionar perfeitamente pela primeira vez. O Charme da Klei: Os Duplicantes são adoráveis, engraçados e cheios de personalidade. É impossível não se apegar a eles (mesmo quando fazem burrice). O que me irrita (Sinceridade Máxima): A "Burrice" dos Duplicantes: Às vezes a inteligência artificial deles beira o ridículo. Eles se trancam atrás de paredes que acabaram de construir e morrem sufocados se você não prestar atenção constante. A barreira de entrada na metade do jogo (Mid-Game): O salto entre "sobreviver no meu bioma inicial" e "dominar o aço, plástico e resfriamento ativo" é gigantesco. Muitos jogadores desistem aqui porque o jogo não ensina essas transições de forma amigável; você é quase obrigado a abrir o YouTube ou a Wiki para entender como não matar sua base de calor.
Pretty difficult for an idiot like me, but addictive enough of to keep me coming back
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