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Fixes All Versions
Fixes
Fixes All Versions
Changes and Improvements All versions
Hello, friends!
Our March 2025 Quality of Life update is out today! This free update squashes some long-standing bugs and improves UX in all versions of the game. It also includes DLC-specific additions, bug fixes, and improvements for The Bionic Booster Pack.
Highlights of this minor update include:
QoL & bugs for all versions
Weve introduced a smarter search function in the build menu and Research screen. It uses fuzzy search, synonym matching and even initialismfor example, you can now search "mm" to find the Microbe Musherto help you find what youre looking for faster. Improving searchability is an ongoing process, and we hope to keep building this out in the future.
Another thing thats got us all in a fizz is the new range of visual effects applied to liquids: a mild "underwater"-type distortion becomes increasingly conspicuous as the liquids temperature rises, eventually leading to bubbles that intensify as it approaches its boiling point.
Weve also changed the way that liquids get displaced in the sim, to fix some liquid duplication bugs.
The database continues to expand, and now contains entries for our quirky little Duplicantsincluding basic health metrics and links to the various systems that keep the crew alive and well.
The Bionic Booster Pack
We fixed a bug where the Flydo fetch drone would fly erratically on autopilot when it depleted its power bank supply. We also updated the Skill screen for Bionic Duplicants to add an overview of all the boosters available on that world. You can even assign or unassign boosters directly from that screen. Bionic Duplicants are now susceptible to diseases, too!
The Frosty Planet Pack
Bammoths wont run into walls anymore, and there are now themed Monument blueprints for this DLC in the Supply Closet!
Summary
We fixed a bunch of bugs (including some veteran ones like liquid duplication!), made our search functions more responsive, added visual feedback to liquids that are heating up, improved booster management in The Bionic Booster Pack, and added cosmetic blueprints to The Frosty Planet Pack.
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch.
Help us track down new bugs to fix, or click here to send us your feedback and ideas! We appreciate all your input.
Full patch notes below.
Changes and Improvements
Changes
Changes and Improvements
Fixes
Changes and Improvements
Hi everyone, happy new year! This is the first of a couple hotfixes we have in the works. Mostly relating to feedback on The Bionic Booster Pack over the holidays. Changes and Improvements
Changes
Fixes
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Brace for electrical impact: The Bionic Booster Pack is out today!
This DLC brings a surge of power-themed content to the ONI universe, including new portable power banks, remote-operation buildings, bionic Duplicants, bionic boosters, robo-pilot rocket modules, an airborne work drone, new elements, 70+ new blueprints (aka cosmetic skins), and more!
The Bionic Booster Pack can be purchased for 7.99USD and is available now on Steam, WeGame and Epic.
Grab some power to-go, hook up standalone power grids in isolated corners of your colony, and manage them from anywhere on the planetoid with remote-work buildings and new bionic recruits whose idea of resting after a long shift is to practice the Zen art of microchip programming at bedtime. But when you see a Bionic Duplicant losing their cool, steer clear! Their stress response can be very...shocking.
If you own more than one DLC, mix things up by using the Scramble DLC tool when making a new game! It works for The Bionic Booster Pack as well as past and future additions to the ONI universe.
What's in this DLC?
Big news, friends: The Bionic Booster Pack DLC comes out next Thursday, December 12th on Steam, WeGame, and Epic!
This DLC is for the truly power-hungry space colonies out there. It's got new portable power banks, remote-operation buildings, bionic Duplicants with electrifying stress and joy responses, an adorable airborne work drone, new elements, 70+ new blueprints (aka cosmetic skins), and more!
With great power comes great responsibility...like not letting your power banks explode in a puddle.
Want to amp up your base ASAP? Play the free beta version here today! The beta will be playable right up until the DLC goes on sale. Remember to back up your saves first.
The Bionic Booster Pack will be out on Steam, WeGame, and Epic at the same time. It will cost 7.99USD.
We hope this high-voltage DLC will spark bright new colony-building ideas throughout the ONI universe! For more info on The Bionic Booster Pack's content and features, check out our store page here.
https://store.steampowered.com/app/3302470/Oxygen_Not_Included_The_Bionic_Booster_Pack/?snr=1_5_1100__1100&utm_source=steamwidget
Changes
Changes and Improvements
Hi everyone!
Our November 2024 Quality of Life update is out today!
This free minor update features new buildings, UI improvements, bug fixes, and performance improvements for both the base game and Spaced Out! There are also changes and additions to The Frosty Planet Pack.
Before we get into the free update, we've got some exciting news:
New DLC Coming Soon!
We've been working on a new DLC, and it's absolutely electric! In this paid DLC, we introduce new bionic Duplicants, portable power banks, buildings that allow Duplicants at one end of the planetoid to operate machinery way over on the other endand more.
Check it out here and wishlist it to make sure you're the first to know when it's out! We'll be announcing the date very soon.
https://store.steampowered.com/widget/3302470/
Free Weekend & Deal!
The whole ONI universeincluding the base game, Spaced Out! and The Frosty Planet Packis on sale from now until December 4th! Curious new space explorers can play the base game for free from November 21st to 25th.
Now back to today's free update...
New Buildings
Redistributing gas canisters and bottled liquids is easier than ever, thanks to the new Canister Drainer and Bottle Drainer buildings that allow contents to be released directly into connected pipes. There's also a new Bottle Filler that automatically stores piped liquids into bottles. These buildings have been added to all versions of the game.
QoL
The Schedule screen now supports multi-cycle schedules in all versions of the game, along with easy ways to duplicate schedules, shift schedule blocks left and right, or swap entire schedule rows with the ones above or below them.
Duplicants now prioritize finding a new errand once they've completed their current one. They'll spend less time idling before they get back to work, which will be most noticeable in late-game saves.
We've increased the drop rate and recycling yield rate for blueprints (aka cosmetic skins). That means more opportunities to collect, recycle and print new styles to customize your colony.
The Frosty Planet Pack
There's a new Regal Bammoth morph! Feed it Squash Fries and watch it grow a shiny crest that can be shorn for gold amalgam. We tweaked diets to give these behemoths (along with their fellow Ceres critters) an appetite for additional foods, so that they can thrive in DLC-scrambled worlds outside of their native biomes.
Take on fresh challenges in the new Spaced Out!-style mini asteroid cluster: it features a new Ceres Mantle starting world, as well as Sweet Ceres and Ceres Core asteroids.
Bugs
We fixed a set of bugs that were causing temperature miscalculations: Materials that become debris or recently entered or exited storage will now show the correctly updated temperature. For example, if something falls onto an existing pile of debris, its temperature will change the pile's overall temperature appropriately.
Sublimating elements (like Oxylite) are now allowed to emit their gasses into adjacent tiles in situations that would otherwise delete mass.
For a full list of patch notes, please see the official forums.
Summary
There's a new DLC coming soon! We've added Canister Drainer, Bottle Drainer and Bottle Filler buildings! Schedules can now last for multiple cycles! Blueprints will drop more often! The Frosty Planet Pack has a new Regal Bammoth morph, expanded critter diets and a new mini asteroid cluster! Sim heat transfer bugs got squashed!
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported
Changes
Changes and Improvements
Changes and Improvements
Just a small hotfix for today's DLC release. All Versions
[previewyoutube=1l9RLiNHy8I;full][/previewyoutube]
Guess what, asteroid explorers...
...The Frosty Planet Pack DLC is out on Steam TODAY!
This DLC features a frozen new world filled with brand-new biomes, oddly adorable new critters, new buildings, blueprints (aka cosmetic skins), plants, resources and deliciously deep-fried foods! We've even recruited a new Duplicant!
The DLC can be purchased for 7.99USD and is available now on Steam! It'll be available on WeGame and Epic soon, too.
If you dug into this glittering new icescape during our free beta period, rest assured (or alarmed) that there's plenty more to explore in the full versionincluding a big engineering project deep down at the planet's core. There's also a Blasted Ceres option in the Lab for the thrillseekers who want an extra-challenging version of this new starting world.
Sure, the whole colony's complaining about frostbite, but wait 'til they discover the hot new ways to stay warm! Just don't let those snow tiles melt...
We've revised temperature mechanics for Duplicants and critters to make things simpler and more interesting. We've also introduced the option to mix in asteroids and biomes from one or more DLCs when making a new game, so you can scramble the cosmos at will! The "Scramble DLC" tool works for The Frosty Planet Pack and future additions to the ONI universe.
Additionally, we're releasing a free update for the base game today: It includes the temperature mechanics revisions mentioned above, plus the new elements, UI improvements, and more.
What's in this DLC?
Hi friends! We have exciting news: The Frosty Planet Pack DLC comes out next Thursday on Steam for $7.99usd!
This DLC features a new, deep-frozen world brimming with brand new biomes, floofy (and pokey) new critters, new buildings, new blueprints (aka cosmetic skins), a new Duplicant, and even new resourcessure, the whole colony's complaining about frostbite, but only until they discover the hot new ways to stay warm!
Can't wait until next week? Play the free beta version here today! The beta will be playable right up until the DLC goes on sale. The full release has some notable new additions that didn't quite make it into the beta, so stay tuned... even if you've been in on it from the start, that was just the tip of the iceberg! There's a big new engineering project and dozens of new cosmetic skins coming in.
The Frosty Planet Pack will be out on Steam first, then WeGame and Epic at a laterbut not much laterdate. It will cost 7.99usd.
We hope you'll enjoy our tip of the (polar) cap to the wonders of snow, ice, and deep space.
F.A.Q.
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Fixes
A small hotfix for the February 2024 Quality of Life update. Fixes
A small hotfix for the February 2024 Quality of Life update. Changes and Improvements All versions
Hi everyone,
It's time for the 2024 roadmap! We've been having lots of conversations behind the scenes, and have some big news to share:
We're back to work on content-focused DLCs!
There are tons of great things we want to add to the ONI universe, and they're getting too big to squeeze into free updates.
Hey friends,
Welcome to ONI's February 2024 Quality of Life update!
This minor update includes new buildings, UI improvements, performance improvements, bug fixes and new cosmetic skins for both the base game and Spaced Out! DLC.
Happy holidays, everyone!
We're releasing a special batch of blueprints to wrap up another 365 cycles of astronomical adventures. They're available for both the base game and Spaced Out! DLC.
You can claim some of these through the Klei Rewards website, which can be accessed via the link in the main menu.
As ever, it's been great having you in our orbit. We can't wait to see what you build this winter. See you next year!
Warm wishes to you and yours,
The ONI team
All Versions
Fixes All versions
Changes and Improvements All versions
This hotfix is focused on fixing some issues in the Packed Snacks update. Full changes below. Changes and Improvements All versions
Fixes All versions
[previewyoutube=wdA-TmYSTH4;full][/previewyoutube] Hey friends, Welcome to the Packed Snacks Update! This is ONI's 50th updatewe can hardly believe it! Whether you've been choking down mush bars with us since the first one or joined in somewhere along the way, thank you for being here. We're celebrating with a new germ-themed story trait, new buildings for storage, food preservation and critter happiness, a sandbox story trait placement tool, expanded critter moods and new cosmetic skins (aka blueprints). These can all be used in both the base game and Spaced Out! DLC. We also fixed some bugs, and made a new ONI short! Check that out <here.>
Changes and Improvements All versions
Hey friends,
Our October 2023 Quality of Life update goes live today!
This minor update includes bug fixes, UX improvements, new buildings and a new free recycling system for blueprints (aka cosmetic skins) for both the base game and Spaced Out! DLC.
Small hotfix before the weekend.
Hello friends,
We're udderly excited to be releasing our Song of the Moo update!
This update is packed with new elements (including a frothy green substance that technically counts as milk), new buildings, two new food recipes, critter ranching improvements and a brand-new behavior for the mighty Gassy Moo. There are new cosmetic skins too.
Just a small hotfix for some visual bugs. Fixes
Fixes All Versions
Hey friends!
We're twice as excited as usual today, because not only is the June 2023 Quality of Life update out...it's also time for our big
An obstructed tile now blocks visibility from that tile out towards the nearest edge of the scanning range. Plus, improved range visualization makes obstructions super easy to spot...see below.
These improvements (and others!) might necessitate adjustments in your colony's current setup, so there's a 20-cycle pause on meteor showers.
Improved Range Visualization
We took the range visualization that we recently added to the Meteor Blaster, pepped it up and applied it to other buildings. Now you can tell at a glance exactly what's going on with each building's view of the sky. (Apologies to anyone who enjoyed guessing.)
A Bunch of Cool Things
There's a new version of the Move To tool that lets you instruct Duplicants to transport objects to a specific spot! Sinks no longer produce less water than they consume! Robo-Miners can now mine through open doors! We added ~50 new blueprints, including our first-ever Atmo Suit skins! Oh, and remember when a Duplicant might work up a sweat digging up a seed or a chunk of ore, only to have the dang thing pop out on the unreachable side of a wall? We fixed that too.
Klei Fest Surprises!
The universe is vast and unknowable, especially when there's a Temporal Tear at play. A new asteroid has plinked into existence. It's familiar and yet... not.
The Skewed Asteroid is a fixed seed (i.e. impervious to worldgen shenanigans) that allows players to share the experience of exploring the same unknown landscape simultaneously. We can't wait to see how your colonies adapt! Share your success stories, tales of despair and everything in between.
Playing during Klei Fest also unlocks a special new 'print: the Puft Atmo Suit! Fits like a glove, and hardly smells at all.
Summary
There have been some potentially game-changing upgrades to the Space Scanner, Telescope and Enclosed Telescope, and new ways to visualize scanning ranges! There's a special new asteroid and Puft Atmo Suit 'print for Klei Fest. And of course, bug fixes and UI tweaks.
We love hearing what you think! Send your bug reports here, and feedback or even (dare we hope?) screenshots of your Skewed Asteroid setup.
Thank you to everyone who helped us smooth things out during the testing period!
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary Previous Update Branch.
For full patch notes, check the official forums here.
Play on!
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It's Time For Klei Fest!
Hey Everybody! Klei Fest is here!
Summer is on its way and that means so is Klei Fest. During Klei Fest, we have a burst of content, items, events, sales, and more interesting things happening for all things Klei!
We've got game updates for Hot Lava, Oxygen Not Included, and Don't Starve Together. We have a new game to announce and we've even got more exciting news and demos from Klei Publishing and more!
Check out our sale page here for up to 75% off all of our games. Scroll down for tons of news, updates, and announcements.
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All Things Klei!
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Hot Lava
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New Items, Taunts, and more!
Prepare for another scorching hot summer with Hot Lava. Weve got new summer activities, two new playable characters complete with their own unique unlockable items, taunts, and action files, new summer activities, and more!
For more details run, jump or swing on over to the store page on Steam.
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[/quote]https://store.steampowered.com/app/382560/Hot_Lava/
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Don't Starve Together
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New Content Update Available Now!
Something sinister is seeping to the surface, and new horrors have taken up residence in the dark. Will our Survivors be able to band together to push back the encroaching darkness, or are the cracks in their resolve already starting to show?
For more info head over to the announcement post here!
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[/quote]https://store.steampowered.com/app/322330/Dont_Starve_Together/
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New Klei Games!
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Rotwood
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Combat Focus Test Now Available!
Rotwood is almost here! For a small taste of the action, head on over to the Steam store page and participate in our combat focus test!
During our single-player combat focus test, players will get to play a combat focused version of the game so you can let us know what you think.
Sign-up now!
[/quote][/quote]https://store.steampowered.com/app/2015270/Rotwood/
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Dread Pilots
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Survival at all costs!
From Klei Entertainment, creators of Don't Starve, Invisible Inc, and Griftlands comes Dread Pilots, a new space survival exploration sandbox game.
You are a Dread Pilot, an unfortunate soul trapped in a dangerous and uncaring purgatory with only your wits to aid you in your quest to escape.
Head on over to Steam and wishlist now to keep up to date with news on the game as it develops!
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https://store.steampowered.com/app/1766500/Dread_Pilots/
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Klei Publishing
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Mind Over Magic
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Check out the new trailer!
The wizards at Sparkypants are excited to announce that Mind Over Magic will have a demo live for Steam Next Fest June 19th through June 26th!
Build and manage a school to teach aspiring mages dangerous arcane arts. Soothe sanity-shaking nightmares and explore the perilous Underschool, all the while trying to keep everyone alive and content. But beware the ever-encroaching Fog
Make sure to wishlist Mind Over Magic on Steam to keep up to date on the latest news!
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https://store.steampowered.com/app/1270580/Mind_Over_Magic/
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Beastieball
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Announcing Beastieball!
Were also excited to announce that were working with Greg Lobanov and Wishes Unlimited, creators of Wandersong and Chicory on their next game, Beastieball! Coach a sports team of Beasties in this turn-based volleyball RPG! Your Beasties relationships power up their teamwork!
Excited to learn more? You can read all about Beastieball, listen to samples from the soundtrack, and more while backing the game on Kickstarter. Theres also this super fun explainer video from Greg and the Wishes Unlimited team at Day of the Devs. And did we mention the playable demo?
And of course, dont forget to wishlist Beastieball so we can notify you when it comes out.
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https://store.steampowered.com/app/1864950/Beastieball/
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Lab Rat
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Play the demo!
If you havent had a chance to check out the Lab Rat demo, now is the time.
Lab Rat is a hand-crafted narrative puzzler masquerading as a machine-generated video game. This satirical adventure stars a metrics-obsessed AI who will monitor, profile, and guide you as you solve over a hundred unique spatial problems.
The demo is available until June 26th, so check it out and be sure to wishlist on Steam!
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https://store.steampowered.com/app/1304610/Lab_Rat/
Hey Everybody! Klei Fest is Coming June 15th!
Summer is on its way and that means so is Klei Fest. During Klei Fest, we will have a burst of content, items, events, sales, and more interesting things happening for all things Klei!
We've got game updates for Hot Lava, Oxygen Not Included, and Don't Starve Together. We have a new game to announce and we've even got more exciting news and demos from Klei Publishing and more!
If you're not already, make sure to follow our Steam developer page so you don't miss out!
During last year's Klei Fest we announced Rotwood, our 1-4 player hack-and-slash dungeon crawler. For this year we're going to be opening up a single-player combat focus test so you can check it out for yourself!
In this single-player combat focus test you will try out four different weapon types and fight through two dungeons, each populated with a unique set of Rots and a large Boss Rot at the end. As you delve into the ever-changing Rotwood, you'll also meet a handful of villagers who will support you by using the materials you've gathered to craft and upgrade sets of armor & weapons (and maybe even cook you the occasional delicious meal!)
While you will get a small glimpse of our weapon, armor, and other work-in-progress systems, this playtest is entirely focused on combat. So sign up now so you can join us next week and let us know what you think!
Head over to the store page to sign up now to get in on the action when we open up the playtest next week!
https://store.steampowered.com/app/2015270/Rotwood/
While you're there make sure to wishlist to keep up to date on Rotwood news.
See you soon!
Changes
Hi all, This hotfix has just a couple of "Whatta Blast!" fixes we wanted to get out before the weekend. All Versions
Hi friends,
Welcome to the Whatta Blast! update.
Notable additions for both base game and Spaced Out! Include lots of new meteor-shower play, a new way to receive cosmetic skinsaka blueprintsand a paleontology-themed story trait we think you'll really dig. (Couldn't resist.)
We've got a new ONI short out, too!
Small hotfix to official Russian translations. Changes
A small hotfix to update official translations and fix some localizations bugs. Fixes
Hi all, this fixes a couple of issues some OSX users were experiencing in the new update. We're still working on other fixes but wanted to get these ones out quickly. Fixes
Hey friends,
Welcome to our February 2023 Quality of Life update!
This update includes a bunch of fixes, additions and changes designed to help colonies look and feel even better in both the base game and Spaced Out! DLC. That includes UX improvementslike a new search function for the build menu!along with bug fixes, sweet new cosmetic skins (aka blueprints) and a snippy new tool.
Hi everyone, Happy 2023! This patch fixes a number of Hot Shots issues we saw over the holidays. Patch notes below... Fixes
Hi friends,
Welcome to the Hot Shots update for the base game and Spaced Out!
This is a really special one for us: not only are we adding some fun new buildingsincluding one that can boost geyser activity for extra-hot eruption actionweve also got a stowaway story trait, two new rooms and a sneak preview of ONIs new cosmetic skins! Whew.
If youre new to our little corner of the cosmos, you can find out more about story traits, skins and the future of ONI in the roadmap here.
Lets dig in!
Hi friends, just a few fixes in this small patch. Patch notes below. Fixes All Versions
Back in 2020 we created the very first handmade prototype. Since then, we have spent over a year creating the surprisingly complex custom internal mechanism that allows the Puft to live up to its gassy reputation.
For KickStarter we'll be releasing the Puft along with a new line of character plushies from our games called Soft Spots! Be among the first to get your hands on these cuddly friends! We've put together some special bundle prices for so you can get a Puft and one or more Soft Spots of your selection.
Check it out!
Hi friends, This hotfix addresses a few issues we noticed in the Sweet Dreams update. Patch notes below. Fixes All Versions
Hi friends, this hotfix has a few fixes for the Sweet Dreams update. Patch notes below. Changes and Improvements All Versions Added sound to Pajama Cubby Duplicant interaction. Fixes All Versions Fixed issue preventing regolith tiles from falling from the top edge of the map. Fix for crash that could occur when Oxyferns were uprooted. Fixed crash that could occur when a Duplicant sculpts an Ice Block. Corrected misaligned UI main menu UI that displays when the build is run on the "public_previous_update" Steam branch. Note that this change will not be observable until the Sweet Dreams update moves to that branch. Spaced Out! only Fixed crash that could occur when a Robo-Miner mines Resin.
Hi everyone,
The Sweet Dreams update is out today!
Its the first installment in our new series of ongoing updates. Want to know more about why we made the switch to consistent updates instead of making a DLC2? Its all right here.
If youre curious about our plans for the next few months, check out our new roadmap.
Hey friends,
As we mentioned recently, were shifting our focus to releasing ongoing updates instead of a DLC2. You can read more about that here.
A new adventure means a new roadmapheres what you can expect from us over the coming months!
Hey friends,
We have some big news
weve decided to release ongoing updates instead of a DLC2!
Ever since the Spaced Out! DLC launched in December, weve been exploring ideas for the next chapter of Oxygen Not Included. Those conversations started out as discussions about DLC2, but as we kept digging, we realized that a distant DLC2 release just wasnt the right fit for our long-term goals.
We want ONI to feel like a true universe: infinite and ever-expanding!
And most importantly, accessible to our whole community.
While a second DLC would certainly expand the game, itd limit our design choices. Wed have to decide which features base game players would have access toand which ones theyd be left out of.
The more DLCs there are, the harder it gets for us to implement bug fixes and balance changes that are viable for everyone across all versions of the game. That sounds about as appealing as an all-mushbar buffet.
We want you all along for the ride! So were shifting our focus to building out a lot of the same content and systems youd expect from a DLC, and releasing them regularly as free game updates that work for both base game and Spaced Out!
No colony left behind.
Hey folks, This is a hotfix for the Fast Friends update fixing a few critter crashes and Gassy Moos not eating. Full notes below: Changes and Improvements All Versions
Hi friends, just a small hotfix today to address some issues in the Fast Friends update. Patch notes below. 510738
Hey Everybody!
Its time for our big annual publisher sale on Steam!
During Klei Fest, well have a big burst of content, items, events, sales and interesting stuff happening for all things Klei! And this years fest is bigger than ever.
Our focus for the past few months has been on improving performance for both the base game and Spaced Out! DLC. Weve been tweaking, fixing and changing lots of things: not all individually noticeable, but they add up to a faster, smoother gameplay experience. Youll also be seeing some new faces at the watercooler.
Highlights include:
Hey Everybody!
Hi everyone, this is just a small hotfix to update translations and address an issue in the world gen screen.
Hi friends, This is a small hotfix to address some issues with the build menu changes introduced in the recent update, including poor performance when selecting a building and the menu resizing when clicking the Copy Building tool. We also made some modding changes to better support adding buildings to the game. This may restore functionality to some mods which were adding buildings in an unorthodox way. Lastly we have an announcement to make regarding mod support, see our post here.
Hi everyone, Weve been thinking about ways to create a smoother update experience for players who use mods. We make an effort to avoid breaking mods if possible, but we also need to be able to improve our code and add new features. In future updates, well be creating a previous update branch that offers a grace period for mod developers to update their mods without disrupting gameplay. There are a few caveatssee below.
Hey friends, Weve got a minor update going out today! If youve had a chance to check out our roadmap post here, you know that our main focus these days is on improvements for later updates. But we made time to work on a few key things to make sure theyd be available in time for the Steam Deck launch. Highlights:
Hi everyone, just a small hotfix for some issues we've been seeing in the base game and Spaced Out!
Hey everybody,
Its been a few weeks since Spaced Out! launchedits time to share our roadmap for ONIs shiny future!
Hey everyone, Welcome to the first patch of 2022! Just a few minor things weve been working on since Spaced Out! launched in December. Highlights include:
Hey Everybody!
Just for fun, we thought we would release this animated short for you all!
Thank you so much for all the feedback and support during the launch of Oxygen Not Included: Spaced Out!
We're headed out for a break and we'll see you in the new year with more updates and fun stuff.
Have a safe and happy holiday out there everybody!
https://store.steampowered.com/app/1452490/Oxygen_Not_Included__Spaced_Out/
The Oxygen Not Included community celebrates the full release of the Spaced Out DLC! Get a guided tour of Twitch streamer LiveActionPixel's megabase, as he revamps his 1000+ cycle colony and shows off some of the new features.
[previewyoutube=0zTzkQLMYHQ;full][/previewyoutube] 321BLAST OFF! We are over the moon (read: manic Sparkle Streaking around the studio) to announce that after two years of development, testing and updates: Oxygen Not Included: Spaced Out! has launched! This rocket-packed, multi-world DLC is now available on Steam, WeGame and Epic Games Store. https://store.steampowered.com/app/1452490/Oxygen_Not_Included__Spaced_Out/ Thanks to the dedicated community members who participated in Early Access and Public Testing, our favourite little space cadets have a vast collection of new planetoids, buildings and systems to exploreassuming they survive all the radiation. (Theyll be fine. Probably.) Rad new features and improvements for the Spaced Out! DLC include:
Hello everyone!
Blast Off! is our final pre-launch update. Were so close to the big day! Weve been working hard on bug fixes, polishing and performance in order to get ready for
the official launch of Spaced Out! on Dec. 16th!
Oxygen Not Included: Spaced Out! will be available on Steam, WeGame and Epic Games Store.
Well keep right on fixing bugs and making updates up to and after the launch, but for now, youll find our ever-growing list of changes and fixes in the patch notes below.
Notable mentions include:
Hello everyone!
Were one shiny new update closer to launching Oxygen Not Included: Spaced Out!
The Buff & Shine update is focused on fixing bugs and polishing existing content, with a few notable changes that have us feeling all a-glow...
Radbolts can now be safely stored, ready for transport, in the new Radbolt Chamber building. It requires automation (youll need a green signal to release radbolts from storage) and radbolts decay pretty quickly while the building is disabled.
Weve added four more Classic-style clusters: youll find versions of The Badlands, Volcanea, Arboria and Aridio in Spaced Out! These options didnt quite make it into the Rad New Worlds update, so were including them here.
Radiation is more intense than ever! All radiation emission sources have been significantly increased. Weve also reduced the impact of radiation on plants and buildings, so the net effect is that Duplicants are more vulnerable to radiation sickness.
There are plenty of other exciting things packed into this update too, including new artwork, restored base game buildings (e.g. Space Scanner, and the Enclosed Telescope formerly known as Telescope), bug fixes and quality-of-life adjustments.
Were so grateful for all the testing, feedback, and commentary the community has given us so far. Thank you for taking this ride with us! You can continue to report bugs here.
Hi everyone, Just a small hotfix today to address some issues we noticed in yesterday's release. Have a good weekend!
Hello everyone!
Today we have an adventurous new update for Oxygen Not Included: Spaced Out!
The Rad New Worlds update is focused on adding several new starting world options, making research more accessible, and filling some gaps in the radiation and nuclear gameplay. Weve also been focused on fixing bugs and finding opportunities to polish the game. More on that point below...
Hi friends, This is just a small hotfix to address a crash relating to Beeta stings in the Unexplained Traits update.
Hello everyone!
Today were releasing the Unexplained Traits update for Oxygen Not Included: Spaced Out!
This update reintroduces the world traits system to Spaced Out!
This means that each planetoid in the cluster gets a few randomly selected traits to modify the world generation algorithm and mix up the play experience. There are over 20 different traits that may be selected: some old, some new. Some worlds will not be affected at all.
Weve also upgraded the frigid Rime cluster to be compatible with Spaced Out! You can now find Rime in the Classic destination category when you start a new game.
Weve also added four new Spaced Out! centric Duplicant traits. You might notice some Duplicants now have space specific traits, and some give off a bit of a glow...
Additionally, weve added several new Spaced Out! specific Achievements. You can check them out in the Colony Summary screen.
Database entries for elements and critters have also been improved to include consumed and produced resource amounts.
Finally, weve made a number of performance improving changes that should increase overall frame speed and consistency. We hope these changes improve things a bit, but also want to be clear that efforts in this area will continue.
And as always, some bug fixes!
Full patch notes on the official forums.
A Big thank you to everyone who participated in the testing branch. Please continue to report bugs here.
Hi everyone, Today's hotfix includes some telephone tuning and animation improvements. It also includes a number of crash fixes. Notably, we restored some code that should unbreak some mods that were not functional after the Cosmic Calling update. Patch notes below. Have a good weekend!
Hello everyone!
Today were releasing the Cosmic Calling Update for Oxygen Not Included: Spaced Out!
This fun new update contains new buildings, revised rocket tuning, art and sound updates, bug fixes, and more
Hi everyone, Just a small hotfix to address a couple of bugs with rockets and trailblazers in Spaced Out!
Hello, just a small patch trying to fix an elusive bug, and update the main menu UI for the next update. Have a good weekend everyone!
Hello everyone!
Today were launching the Rocketry Renovation Update for Spaced Out!
This update mostly focuses on improving the rocketry experience, with some exciting new renovations you can add to your spacecraft. The full patch notes are listed below, but here are a few of the most notable changes:
Liquids and gasses can now be piped directly in-to and out-of Spacefarer Module interiors. This also means that fluids can be vented into space if a pipe is active while the rocket is in flight. This feature is available in all newly built Spacefarer Modules.
The new Wall Toilet building allows Duplicants to flush their waste directly into the world behind the toilet seat. No outbound plumbing required! This building must be built against a wall and requires clear space (or the vacuum of space) behind the wall to vent to.
The Ladder Bed is a tileable sleeping arrangement with a low quality ladder attached to the front. Several beds can be stacked together to create a vertical dormitory in tight spaces. Duplicants dont appreciate others using the ladder while theyre trying to sleep though.
Stranded rockets can now be evacuated using the ABANDON SHIP sequence. This will cause the rocket to explode. Any Duplicants on board will be launched towards the nearest discovered asteroid in a high speed Escape Pod. Some of the resources aboard will follow in the form of Spacecraft Debris.
And of course, there's always a number of bug fixes and polish improvements. Please let us know in the bug forums if you see anything unexpected, and as always, thank you for your feedback!
For as full list of patch notes, see our post on the official forums.
Hi everyone, Todays hotfix has a few bug fixes we wanted to get out, as well as an optimization we hope will address a specific performance issue some users have been experiencing since the Breath of Fresh Air update. Were continuing to explore performance improvement opportunities but wanted to get this one out sooner than later to get the needle moving in the right direction.
Hi there, friends!
Today we present The Solar Swamped Update for Spaced Out! This update contains two new worldgen features. The first is a third Classic Cluster option: a large-sized Swamp Start so you can now play with the new biomes and critters on a larger world. The second is variable sunlight intensity per world. This introduces a progression to the effectiveness of solar panels (and sunburn risk) as you expand across the starmap.
There's TWO new songs in Spaced Out! to feast your ears on, as well as a number of new lore entries in the Codex. We've added details to the background of rocket interiors as they travel to different parts of space.
The new Location Sensor can be combined with an automation port on the Rocket Control Station to manage how your Duplicants use various facilities inside rockets. No more Meep using Mae's toilet or Ruby sneaking in a quick snack before launch!
And of course, there's a number of bug fixes and polish improvements. Please let us know in the bug forums if you see anything unexpected, and as always, thank you for your feedback!
Hello everyone! Today's patch continues fixing up many of the bugs and inconsistencies introduced to Oxygen Not Included by this last update. Thank you as always for your bug reports and discussion threads! Additionally, we're aware of performance problems that have shown up recently and are continuing to look for solutions there. Take care!
Hello everyone! We've got a late-Friday patch to address a number of issues that came up in the Breath of Fresh Air Update. This patch should address many of the immediate issues, especially concerning rocketry and UI. Unfortunately, it seems that we didn't catch as many of these issues in the Public Testing branch as we had hoped. We have this patch for you today, and we are still going through your bug reports and feedback while we work to address your concerns, so please let us know any issues you're running into in the bug forums! Additionally, there are some known changes which are going to take longer to work through, so we're putting up a temporary archive branch on steam which represents the state of the game prior to the Breath of Fresh Air Update. You can use this to continue existing saves or play on an older version while we work out the remaining problems. To play this version, right-click on Oxygen Not Included in your Steam library, click on Properties, and choose Betas > public_previous_version. (You may need to relaunch the Steam client for this option to appear.) We know this update has not been great for many of you, and we're sorry for the frustration this situation has caused you! We will keep working hard to fix this situation, and to make ONI even better than it was before. Thanks, as always, for being part of ONI's development with us! Have a great weekend.
Hey space friends!
It's been a while since we've done a big update to the base game of Oxygen Not Included! While we've been working primarily on Spaced Out! for the last while, our desire has always been to improve and evolve the game as a whole. There are a number of changes we've made in Spaced Out! which are just general good improvements to the game, or that we had planned for the base game all along but finally got the opportunity to implement during Spaced Out! development.
This includes bug fixes to the game and the underlying simulation, making improvements and upgrades to the UI, and a major upgrade to the modding system to help future-proof mod development. It also includes a couple new buildings, Duplicant traits, and improved worldgen.
Up until this point, the base game and Spaced Out! were running on separate codebases, so fixes we made would only exist for one version or the other. After today, the codebases have been unified so everyone is running the same version of the game! This has been an epic process for the development team, but now it means that bug fixes will arrive for everyone at once, and that all players can benefit from ongoing improvements to the game.
This patch includes some major code updates, including a new Modding API and an upgraded version of the Unity engine. There will be growing pains in the short term while mods are updated (please give modders a chance to catch up!) but these will support the stability and growth of the game into the future.
These changes address some long-term concerns in Oxygen Not Included. This game, and you the players, continue to inspire us. We want to keep improving it and making it the best game we can! The major features and changes include:
Hi friends, Just a small patch today to fix a crash some OSX players are experiencing. Currently Apple Silicon/M1 is only supported through Rosetta and we accidentally included a non-functioning native build. Fixes:
Hello friends, Today's release hotfix is quite small, but fixes a crash and a major issue with mod/save loading. Take care this weekend! Bug Fixes
Hello friends!
Today we present The Big Merge Update: A highly technical squishing of the Base Game and Spaced Out! codebases. This means that Spaced Out! owners can toggle the DLC on-and-off from the main menu with a simple restart of the game. Playing the Base Game in this way will give you all the bug fixes and quality improvements that we've added to Spaced Out! since we went into early access, while still allowing you to enjoy the game-play of the original ONI you know and love.
(These changes will be coming to the Base Game for all ONI players in the next few updates, but we're limiting them to Spaced Out! owners to make sure they get proper testing for now.)
What we're working on here is the continuing evolution of Oxygen Not Included. While our attention has been mostly on the DLC lately, our desire has always been to improve and evolve the game as a whole. There are a number of changes that we've made in Spaced Out! which are just intrinsically good improvements to the game, some we had planned for the Base Game all along but finally got the opportunity to implement during Spaced Out! development.
This includes the many bug fixes and minor improvements we've made during Spaced Out's development, including fixing several major simulation bugs and countless typos. It also means modding should be simplified because there is only one version of the game to mod against.
Speaking of modding... We have a doozy of a modding update! Modders, please read Updating to Harmony 2.0. To all players: these significant technical changes are going to result in many mods needing updating in order to work. Please be kind to the modding community and give them time to react to the new code.
This patch also includes updating our development to the next major version of the Unity engine. While this has little impact on what you see as a player, it's necessary for us to continue supporting the game and pushing development forward.
These are the features that you've seen in Spaced Out! which are now going to be part of the Base Game:
Originally posted by Ipsquiggle on the official forums Hello modders! Over the course of this last year, many in this community have requested that we update the version of Harmony that we ship with the game, in order to smooth out mod development and make sure modders have access to the latest features the Harmony API provides! In the testing period beginning June 10th, we will be shipping Harmony 2.0.4.0 on the Public Testing branch. This upgrade will require modders to update all .dll mods! It is also the case that the major code changes we're doing right now are going to break a significant number of mods, and later when the Vanilla and DLC codebases are finally fully merged, all the existing Vanilla .dll mods will have broken anyways. We'd rather not break any mods at all, but since it's going to happen, we're opting to put all the breakage into a single update, and this gives you some time to prepare.
Hello everyone! Today's Spaced Out patch includes a few fixes, including a crash on the Diagnostics screen that people were running into. Have a great week!
Hi friends!
Welcome to the Mine The Gap Update for Spaced Out! This update brings increased resource renewability with the introduction of Space Points-Of-Interest! Equip a rocket with the new Drillcone and start dredging those interplanetary riches!
While you're out there, keep your eyes open for artifacts! Yes, Gravitas artifacts are back! Collect them all from a number of new and updated points-of-interest. Once you're done gathering them, you can teach your Duplicants the "Demolition" Skill and wipe those Gravitas buildings off the map if you feel so inclined. (World regen is required for the new points-of-interest to show up.)
We've also done some significant rebalancing of the tech tree as we work to optimally integrate new mechanics into existing gameplay. The Atomic Collider and Atomic Research Points are being redesigned as the Materials Study Terminal and Materials Science Research so theyre more thematically neutral for application across the tech tree. Techs have been shifted around and costs have been standardized (including moving all Orbital Research costs up one tier) to reduce the burden on unlocking tier 5 techs.
Plus, we've made changes to the Radbolt Generators and adjusted the overall radiation balance. There is now increased control over Diagnostics criteria on the Diagnostics screen. Biome Codex entries have been finished up. And, some exciting new changes to bottled gasses and liquids: they can now liquify/solidify if they get cold enough!
This update provides new sources of sustainability and a whole new layer of gameplay on the starmap. We welcome your feedback and bug reports! Once again, thanks so much for being with us through this DLC's Early Access period.
What else is going on during Klei Fest?
Dont Starve Together is celebrating summer with the "Midsummer Cawnival!". Our survivors have been greeted by the enigmatic Corvus Goodfeather, who needs a bit of help preparing the festivities for his crow compatriots. Decorate, try your luck at the Cawnival games, and maybe even win some prizes!
[url=http://klei.gg/DSTKleiFest2021Steam]Check Out Don't Starve Together Now!
Hot Lava is having a special Klei Fest Tournament - a new trial course which pits players against a diabolically Klei-swag-outfitted LORD SLUDGE!
[url=http://klei.gg/HLKleiFest2021Steam]Check Out Hot Lava Now!
Griftlands has left Early Access and the full campaign is now available! Play as Sal, Rook, or Smith. Three unique character campaigns with their own specialized decks, abilities and maps to explore. Griftlands launches with a 20% discount for Klei Fest.
[url=http://klei.gg/GLKleiFest2021Steam]Check Out Griftlands Now!
Hey Everybody!
I have a bunch of news for you today - We have some new things coming up to announce, a new set of Twitch drops and the introduction of our Klei Advocates program.
Klei Fest is Coming Next Week!
Once a year around this time we have a Klei Publisher sale. Going forward we are also going to focus on making this time a sort of Celebration of Klei Games. During this two week period we will have a burst of content, items, events, sales and interesting things happening.
As an introduction things will be a little less formal this year as we kick things off with a bit of a test run.
All Games: We will begin our Klei Publisher sale next week on June 3rd.
Hot Lava: June 3rd, Players will Race against Lord Sludge in a special course - secure yourself a win an get a special reward. This challenge and reward are only available during Klei Fest!
Griftlands: Griftlands full campaign officially launches as we leave Early Access June 1st on PC and June 4th on PS4, Xbox and Switch.Griftlands: Griftlands full campaign officially launches as we leave Early Access June 1st on PC and June 4th on PS4, Xbox and Switch.
Oxygen Not Included: The team for ONI has their heads down right now as they work on "Spaced Out!" so we will not have promotional content for you this year, however Oxygen Not Included will be on Sale during the Klei Publisher Sale beginning June 3rd.
Don't Starve Together: We will be celebrating Klei Fest with a new Yearly Limited time event called "Midsummer Cawnival!". Our survivors will be greeted by the enigmatic Corvus Goodfeather, who needs a bit of help preparing the festivities for his crow compatriots. Decorate, try your luck at the Cawnival games, and maybe even win some prizes!
New Twitch Drop Campaign: We will begin a new twitch Drop Campaign for the Leviathan Chest starting June 3rd. Streamers that will have drops available can be found in the spoiler below. Note that this will be the last campaign of this type, further campaigns will be done through our advocates program. See the official forum post.
Klei Advocates Program: We have hired Fourth Floor to run a new Klei Advocates program. This new program will create opportunities for us to grow our relationship with content creators. We have been working with Fourth Floor for quite a while now and this new arrangement will see Fourth Floor working with our most dedicated streamers beginning with the next DST Character refresh at the end of June. More details to follow in the coming weeks.
And that's what I have for you today. See you all next week!
Hi friends! We've got a patch for Spaced Out! that enables mutations on Sleet Wheat, Nosh Sprouts, and Gas Grass. It also fixes a few crashes and other bugs. Enjoy, and have a great weekend!
Hello everyone!
Where has the time gone? It's May already and would you believe this is the 6th update we've put out this year!
Since Early Access began, we've expanded on the space gameplay, added a bunch of new asteroids to the cluster map, and created new Spaced Out- and Classic-style starting asteroids. Weve launched the entire radiation system, including radbolt infrastructure, research reactors, and Beetas. We've put in railguns, revised rocket parts for interplanetary infrastructure, and restored sustainability to the late-game. And now, we're putting radiation into your farms with...
The Peculiar Plants Update for Spaced Out! This Update introduces a whole new layer to farming, and allows you to utilize radiation for the good of your Duplicants tummies! There's also a number of radiation related (and unrelated!) tuning and balance changes, and new logistics options with the Meter Valves!
First, Plant Mutations are a brand new feature that integrates radiation with farming gameplay. There are now several strains of mutant seed that crop plants can drop when grown in radiation. Once analyzed at the new Botanical Analyzer, plants grown from these seeds will offer new trade-offs or efficiencies for your farms.
Along with updates to the farming economy, we've also made a number of changes and bug fixes to food preservation. Fridges are more effective at prolonging your food (and don't have so many bugs in them), and a more thorough mastery of temperature and atmosphere is required to fully preserve food.
Newly added Meter Valves have been added to allow sending specific amounts of material down your liquid, gas, and solid piping. Research Reactors' internal physics have also been updated, so you might want to double-check your colony's nuclear safety protocols. Rocket Ports and Launch Pads can be chained together. A lot of artwork has been updated and sound effects have been added.
And of course, we've made many fixes and improvements based on your feedback! We're still focused on improvements and quality of life, so there's never a better time to let us know how this DLC is working for you. Thank you for all your discussions and reports, and keep them coming!
Hello all! There were some issues with this morning's update related to the large strings unification. Here's a patch to iron out all the crashes we've discovered. Please let us know in the bug forums if you find any others!
Hi everyone! We're made lots of fixes to worldgen to further prevent temperature leakage between biomes, as well as some POI fixes. Thanks for all your feedback and examples!
Hello friends!
We're pleased to bring you the Big Asteroid Update for Spaced Out! This is the first in a series of quality-of-life focused updates. The major features of the DLC are in place and working well with each other, so now we're combing through all your feedback to fix, polish, and improve the game as much as we can!
The "big addition" (hahah) in this update is a larger "vanilla-like" starting asteroid combined with the new Spaced Out! starmap and rocketry. The existing clusters still require further balance and tuning, but we're ready to begin expanding the selection of clusters available to play on. In this update, we're adding a large, resource-rich starting asteroid that supports the classic "big base" experience. Additionally, we're putting in a Forest start Spaced Out! style cluster.
We're also turning our attention back towards rockets so this update features a redesigned limit for rocket engines based on rocket height instead of module count. Now an engine can sport more short modules than tall ones. Combined with a significant increase in Cargo Module capacity, there are more viable rocket combinations using the same pieces. Refined rocket automation and updated Rocket Ports allow better use of cargo bays. As well, asteroids are generated with more "headroom" for tall rockets, and a new Solar Panel Module increases rocket power options.
Check out all these changes and improvements and let us know what you think, or if you find any bugs! We'll be eagerly reading your experiences as we continue to iterate on these features and put in more fixes. Thank you so much for being with us through this Early Access.
Hello everyone, in conjunction with today's Spaced Out! update, here's a patch for the base version of the game to fix a few issues. Take care! Fixed missing strings on various status effects Updated Steamworks API Don't spawn more germs than are present for falling water, fixes germ duplication (detail) Updated all translations
Hi friends!
Welcome to the Radbolt From The Blue update! This is where your efforts producing Radiation aim once again towards space with the introduction of the Radbolt Engine and the Interplanetary Launcher. These new Radbolt-powered constructions improve your ability to explore the system and to create sustained resource networks.
We've been going full tilt on new features since January as it is important to us that the overall scope of both multi-asteroid play and radiation are in the game and playable for you to experience. We know that there are a number of issues in the game right now that you've brought up, so we're going to shift gears back to addressing feedback, stability, and balance. We really appreciate all the support and encouragement that you give us, as our small team has to really balance priorities during development. We want you to know that your concerns have been heard and we will try to address them over the coming updates, starting with adding a larger "classic" asteroid size to the asteroid selection in the next update.
The nature of Oxygen Not Included is that new features end up getting inserted systemically into the game, affecting gameplay at all levels. In fact, one of our goals for Spaced Out! is to ensure that there's new challenges at all phases of gameplay for you to overcome. Changes to the worldgen as well as tuning changes affected the early and mid-game in particular. However, we understand that some of the changes to the classic experience have been too dramatic for some, and harmed some of the strategies you've come to love. Part of the work we want to do in the next few releases is to make sure there is a proper classic experience even with the DLC turned on. The option for a larger asteroid size will be the first step towards this.
We're in the process of merging the codebases for the base game and the DLC. This means toggling the DLC content on and off will not require re-downloading any files, and additionally it will be easier for us to keep the two versions of the game in harmony, whether that means implementing bug fixes, adding quality of life and UI improvements, or toggling gameplay features on and off.
We want this DLC to be the best it can be! It's your feedback that makes this possible, so thank you so much for all the time you take to leave comments, feedback, ideas, and bug reports. We truly couldn't make this game as awesome without you.
Hi friends! We've got an update with a fix to the reactors! It's been really fun watching them blow up, but this will make them blow up a little more predictably. Let us know if you find any other issues, and enjoy!
Hey all! Along side the Totaly Rad Update for Spaced Out! we've got some fixes for the base game of Oxygen Not Included:
Hello friends!
The Radiation System is coming out of testing today and is now available for everyone in the Spaced Out! early access! This update introduces the new system and adds basic radiation/nuclear content, with more to follow in the coming updates.
There's a lot of new content already in today's Spaced Out! release, mainly focused around a core loop of converting raw uranium into useful radiation via the Research Reactor, and subsequently capturing that energy using the Radbolt conduit system. This will be the foundation of new infrastructure and systems throughout your bases relying on powerful, yet dangerous, radioactive elements.
As with every system in ONI, we want Radiation to be fundamentally connected to other systems across the entire game, so we've got lots of new parts to make and iterating to do before it's ready. We'll be rolling these pieces out to testing as they come together, and at this time were expecting the system to be broadly realized over the next two updates.
We're really excited to finally get this out to you. We know it's been teased for a (very) long time, and we've wanted to do it internally for even longer, so we feel this is a big moment for development. Check it out and let us know what you think, post along any bugs you find, and as always, thank you so much for being on this journey with us!
What's New and Improved?
Hello, here's a patch for the live version of Spaced Out! with a crash fix and a fix for mysterious energy creation that's been around since Spaced Out! went into Early Access. Enjoy!
Hi friends! Here's some fixes we wanted to get to you before the weekend, enjoy and stay safe!
Hello friends!
Today we're bringing some more rocketry and space features out of testing. There are three major things to try out now!
The first is new conduit fittings for rocket interiors. These allow you to run plumbing directly between rocket storage modules and a rockets interior, allowing for more compact internal layouts, and a completely piped connection between ground infrastructure and internal infrastructure. This includes power, and there is even a new Battery Module to store power between the two systems.
Next, we've expanded the cluster by a couple of planetoids. Please welcome the Water Moonlet and Moo Moonlet to your happy little space family. The new addition of the Hydrogen Engine and Scanner Module will allow exploration out into these far reaches of space.
And finally, on these moonlets you're bound to find new sources of supermaterial components (or supermaterials themselves if youre lucky!). While we still have some work remaining before all base game content is available in the cluster system, this takes us one big step closer to completing that goal!
And with that it seems we've caught up with the edge of space, which means it's time to turn our attention back inward and see what we can discover on the planetoids of the cluster. Hm, what's that glowing green stuff?
Let us know how rockets and the new planetoids are working out for you in the feedback forums or filing bug reports. Thank you as always for your support and participation!
Hello friends!
The new year is upon us, and we've got our minds set on steadily moving Spaced Out! towards launch. Now that the DLCs major systems are in place, we're going to begin a new regular release cycle of testing and updates. Every 3 weeks we will take all the content and changes we've finished and make them live for everyone to try out! (And theres a testing branch for owners of Spaced Out! if you want to try the changes even sooner!)
First, we want to thank you for all the feedback you gave us over the holidays! This is the best part of Early Access for all of us: when the conversation flows in both directions. After combing the forums, it seemed like there were three really big things people wanted to see next for Spaced Out!: mod support, rocket progression on par with the base game, and a more fully realized cluster of asteroids that provides late game materials and sustainability.
Mod support was released a couple weeks ago and today's update irons out many of the kinks that came along with that.
As the major feature for this update, we've ported over a variety of the engines and storage modules from the base game to the new rocketry system, which will allow a wider range of rockets to be constructed, and access to more space destinations! The cluster destinations and materials are next on our list so watch for those improvements in the following updates. (And of course, there's all-new content in the works too!)
Additionally, we've reworked the Oxygen Mask system to work more like standard Atmo Suits, with lockers and checkpoints. Were also shuffling around the suit-making tech tree a bit. Finally, we're adding a durability system to all suits. This is to address a long-standing complaint that atmosuits were too easy to maintain once set up. Durability solves this in the ONI tradition, by adding an infrastructural aspect to them, rather than a single one-time cost.
Thanks again for being part of this conversation. As always, please let us know if you encounter any issues in the bug forums, and thank you for your feedback during this Early Access period!
Hey all, Alongside the Re-Rocketry Update for Spaced Out! we're releasing a small patch for the base version of the game. This addresses some issues related to mods that arose from the mod system upgrades earlier this month. Thanks to everyone (especially modders!) for the bug reports. Take care! Bugfixes
Hello friends!
Now that the new year is upon us, we've got our minds set on steadily moving Spaced Out! towards launch. With the major systems in place, we're going to begin a regular release cycle of testing and updates. Starting today, we're going to have a DLC branch open at all times that we update fairly frequently. Once every 3 weeks, we will stabilize the DLC test branch and then update the default branch of the game.
To say that a different way: DLC owners can join the test branch for frequent updates and lots of opportunities to provide feedback as features develop, or you can remain on the default branch and enjoy updates to the game every 3 weeks.
Today we're starting the public testing for our freshest content, which consists primarily of bringing many of the base game rocket modules and engines into Spaced Out!, increasing your rocketry options dramatically. (New space destinations will be coming in another update.)
Additionally, there's a large rework of the Oxygen Masks which makes them behave more like the existing suits, with lockers and checkpoints. We've also taken this opportunity to expand on the suit mechanics, by adding durability and repair to the suits. This means that there will be ongoing infrastructure required to maintain your fleet of suits rather than a single one-time cost.
As always, please let us know if you encounter any issues on the testing branch in the bug forums, and thanks for your feedback!
What does this testing branch contain so far?
Here are the changes we've made so far in this update, loosely categorized:
As always, please let us know if you encounter any issues on the testing branch in the bug forums, and thanks for your feedback!
Welcome back everyone and happy new year! We hope you had good, relaxing holidays. We've got two exciting pieces of news for you today!
Hi everyone! Here's a few final bugfixes for the year. Happy holidays and see you next year!
Hello all, Thanks for all the feedback on the Terra start! There's lots of ongoing tuning to do here (and to the worlgen of the cluster as a whole) that will happen throughout EA. This patch, we are addressing the earliest game concerns of there just not being enough basic resources in the Sandstone start. (And fixing a bunch more crashes!) Take care!
Hello friends!
Today we're putting out a patch with new worldgen in it, allowing you to start on a version of the Terra Asteroid from the base game reimagined as a cluster of smaller worlds, as well as spreading some random geysers around both clusters. We still consider Terra to be the "Default" ONI experience and we're glad to be getting all the old biomes back into the game.
This will be the last content update before the holidays (not counting bug fixes), so I want to let you know a bit more about what's happening next in the new year. As always, this is not a complete roadmap for the entirety of the DLC (especially with regards to Radiation systems), just what we're looking at for the beginning of next year.
Hello all! A bunch of crash fixes, as well as some worldgen fixes in today's patch. Enjoy!
Hey everyone, what a whirlwind it is to launch something, let me tell you! We just wanted to get this one fix out right away because it fixes a worldgen issue. (Another fix snuck in too!) Have fun and thanks for all your support!
Hello friends!
Brace yourselves, a brand new Oxygen Not Included DLC has just landed in Early Access! Presenting:
Originally posted by ipsquiggle on the official forums.
Hi friends!
Were 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 weve 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!
Hello everyone! Just a small patch before the weekend to fix a couple crashes. Have a good one!
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 couldnt 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!
Originally posted on the official forums by Ipsquiggle. Hey friends! We're putting out another hotfix on the live version of the game today! We've knocked out a bunch of recently introduced bugs, cleaned up and expanded some of the new features from the Automation Pack, and added a lot of refinement to the way crashes and mods are handled. Additionally, there's a new color blindness mode which can be selected from the options menu. Read all about it and leave comments on this post! I'd also like to mention that like many other teams, the ONI team has been affected by the transition to working from home. We're not sure yet how this is going to affect our future releases, but we're glad to provide this weird pee simulator to amuse you during these times and we're going to keep making it better! We're still here and still working hard to improve the game, so please report bugs and leave feedback for us. Thank you!
Fix a crash where animations could be invalid when a Duplicant finished working at a building Fix a crash when a Duplicant leaves a Tourist Module on rocket landing
Originally posted by Ipsquiggle on the official forums. Hey everyone, just wanted to let you know that we really appreciate the bug reports and feedback you leave for us. Though the game has been officially released, we have been and will continue to put out patches with fixes and quality-of-life improvements. There are some fixes to new content we didn't get into this patch for stability reasons, but we're continuing to improve the game and will get those fixes into a later update! For the whole story be sure to read the roadmap.
[previewyoutube=D9N3CRrrkfE;full][/previewyoutube] Hello friends! Today we're releasing a new free content pack, Bahni's Automation Innovation Pack, available automatically as part of the game! This includes several new sensors and automation buildings, as well as improvements and bugfixes to many of the existing automation buildings. These new tools will let you increase the effectiveness of your automated contraptions, improve your control and awareness of colony operations, and maybe even let you express your creative side. To help you get started on this computer-controlled journey, we've introduced Sweepy, a sweet robot caretaker to help you keep your floors tidy and dry! Not the brightest little bot, but it'll get the job done. And of course we're continuing to hack away at bugs and work on performance. In case you missed it, we posted a new Roadmap a few weeks ago that explains what's been happening and what will be happening with ONI over the next little while, please check it out. Thank you as ever for your feedback and bug reports, we appreciate them so much! New Features and Notable Changes
Originally posted by Ipsquiggle on the official forums. Hello friends! We haven't posted a roadmap since before launch, so it's about time we got you up to speed on what the future holds for ONI.
Originally posted on our forums here. Hello friends! In the most recent patch, we upgraded the version of Unity that the game is running on, which resulted in the .net runtime being upgraded as well. The most acute result of this is that any mod solutions will have to be updated to target the 4.0 framework. (In Visual Studio, this is in the project properties, Application > Target Framework.) This will fix compilation issues caused by the patch. The framework upgrade was an unintended side-effect of upgrading Unity, and we didn't do a good job of notifying you in the mod community what was going on. I'm sorry about that. Hopefully we don't have an upgrade like this again, but if we do I'll be more attentive! For questions/feedback please visit the official forums: https://forums.kleientertainment.com/forums/topic/115509-net-framework-updated-to-40/
Hello friends! We've got a patch to fix a number of bugs that came up over the holidays. As well, we've made the game fully compatible with MacOS Catalina. Thanks as always to those who played the game on the testing branch -- this was a bit of a gnarly one -- and we appreciate your bug reports and feedback!
With Meep's Mandatory Recreation Pack - we expect that you all have plenty of time to chill out and relax, right? Nothing to stress about. Everything is going to be O.K.. Oh, hey. While you have all that time to spare, maybe take a moment to nominate Oxygen Not Included for a Steam Award?
Save 33% on Oxygen Not Included as part of this week's Weekend Deal*!
*Offer ends Monday at 10AM Pacific Time
[previewyoutube=1X8SuGif6LM;full][/previewyoutube] Originally posted by ipsquiggle on the official forums. Hello friends! Duplicants everywhere are chilling out with Meep's Manadatory Recreation Content Pack! This free content pack contains a set of new recreation buildings to help our Duplicants relax and enjoy the leisure time all that Automation has brought to them. As well, we've added a new mechanic called Overjoyed Responses which gives a chance of bonus improvements to decor or productivity along with new Overjoyed reaction animations when Duplicant morale is much higher than expectations! The team has been hard at work these last few months improving performance issues, building Meeps Recreation Pack, as well as working on bigger things for the future. We've fixed a number of bugs in this update as well, so thank you to everyone who has reported bugs in the forum! We always appreciate your reports and feedback!
Hello friends!
I'm pretty excited about this patch: We've done a big performance pass and removed a lot of spikes, leading to a smoother experience in every colony we tested. We've been working on some new internal performance profiling tools, and they've given us some great insights into new areas of the code that have been causing slowdowns and stutters. The trickiest part of optimization is that there's rarely One Big Fat Slow Thing that we get to make faster. Instead, there are usually dozens of small, unrelated algorithms that only cause problems in certain situations, and whose problems aren't visible until other systems access them, and so forth. Because of this, the new tools have allowed us to track down a lot of nonoptimal code that we weren't able to find before.
We've also fixed a number of other bugs and crashes, as well as taking a serious pass on the organization and presentation of the codex.
We will continue working on performance and bugs for the live release even while we're busy crafting the next phase of Oxygen Not Included. Thank you so much--as always--for taking the time to bring issues and concerns to our attention, and for being part of this game.
Oxygen Not Included is Now Available on Steam and is 33% off!*
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.
*Offer ends August 6 at 10AM Pacific Time
[url=https://www.youtube.com/watch?v=wcLayGm_pM4]
Originally posted by Ipsquiggle on the official forums.
Today is the day!
The fridges are full and the toilets are empty, the pipes are plumbed and the powers been generated plus there's hardly any pee on the floor at all! That can only mean one thing; the time has finally come to open the bunker doors and invite everyone in to see the glorious machine weve created!
Oxygen Not Included has officially left Early Access, and we're ready to let everyone come see what we've been working on these last 5 years!
So what have we been working on all this time, anyway?
Oxygen Not Included is a space colony simulation game where you oversee your Duplicants (aka, lovable 3D printed clones) as they attempt to overcome the harsh conditions of deep space. Master advanced science and technology, capture and tame strange new lifeforms, and plan your base with expert efficiency so that you and your colony may survive and even, possibly, thrive.
The game has come a long way since it went into Alpha in February 2017. We started with a game that had little more than a few Duplicants and some pipes full of cold water. Since then weve added oil biomes and automation, Duplicant skill progression and tubes to zip around in, critter ranching and breeding, and more features than could possibly be named. Now Duplicants can even break through the surface of their rocky home and escape away into space with your guidance, of course.
The adventures not over yet, either. We'll continue fixing bugs and balance after launch, so please keep sending your feedback and reports! We also have more we want to do with the game in the future, so keep an eye out for announcements.
It's been an intense but delightful ride and we couldn't have gotten here without the support of all of you from this awesome community. The whole team would like to thank you for your comments and support, your bug reports and your discussions, your insane machines and your beautiful stories.
Please, enjoy Oxygen Not Included! This Mushbar's on me.
Click here for full launch changelist.
Originally posted on the official forums.
Hello friends!
Next week, July 30, Oxygen Not Included will be launching out of Early Access! Here is a brief list of the things we've added for launch, a full list will be available on launch day.
Originally posted by Bigfoot on the official forums Hey folks, Just wanted to give you all a quick status update: We are going to delay the launch of Oxygen Not Included for a bit. After working on the final major update for the game we felt that we werent quite where we anticipated that we would be. Were feeling good about the content of this final update and we really think you will like what we have cooking but if we launch as scheduled, the update would not have seen much testing and its just not as polished as we (or you) would like. Rather than launch something were not feeling great about, were just going to hold off a bit. We are moving release to July and we expect to open for testing around the end of June. Our apologies for making you all wait a bit longer and once again, thanks for all your support!
Save 25% on Oxygen Not Included during this week's Midweek Madness*!
*Offer ends Friday at 10AM Pacific Time
[img=https://s3.amazonaws.com/kleiforums/ONI/qol3.gif]
Hi friends!
Our final upgrade in the Quality of Life series has arrived presenting: QoL Mk III! As always, we're extremely grateful for all the detailed feedback and intense support youve given us. We've got some big improvements for you this time:
First off, we've overhauled the Disease system. Overall, Duplicant sickness is simpler and more frequent, and can be successfully managed with adequate medicine infrastructure and doctoring time. Germs still work pretty much how you remember them, although Duplicants sickness has since been streamlined. Dupes no longer have an immune system, but instead simply have a chance to get sick each time they encounter germs of different types. Actually being sick is also a much simpler affair: Infected Duplicants will continue performing their duties in the colony, but the side effects from the disease will reduce their efficiency until cured.
Next, we've turned Jobs into Skills. Although we liked the "job" metaphor, it didn't really match the mechanics of the system, so we renamed it to "Skills" and tweaked many of the surrounding features to be more consistent with the idea of awarding new skills to your Duplicants. Morale Expectation is now accumulated per skill earned, so youll get to make a meaningful choice between how specialized or general a particular Dupe's skill set will be as your colony grows!
There have also been a bunch of fixes and additions to fill gaps and correct balance issues: The Steam Turbine has had an overhaul (it condenses the steam internally now!), there is a new Ice-E Fan which replaces the Hydro Fan (with an associated Ice Maker for producing ice!) and new structures for moving solid materials around both by Duplicant-power and with conveyor buildings. Additionally, we've added some new overlays, tweaked tool filters, and fixed a whole bunch of bugs and UI issues.
And with this Upgrade now in your hands, we're full steam ahead towards release! Further details can be found in our roadmap, but rest assured we're not done with this game yet, and will continue absorbing your feedback and making the best [strike]mad science experiment urine-powered rocket factory[/strike] colony management game that we can!
Originally posted on the official forums Hey everyone! It's now been over two years since the first public Beta for Oxygen Not Included, and it's finally time to fully launch the game! The third Quality of Life Upgrade is coming to you on Tuesday April 16th, and then there will be one last update to complete Early Access. In late May, we will be coming out of Early Access with new content (3 new biomes, new creatures, new buildings, and more), and official mod support, making it possible for players to create game content of their own. With that, we feel Oxygen Not Included is ready for a full launch. After we've officially launched, we will continue to make quality of life improvements and bug fixes, while the bulk of the team will be moving on to building DLC for the game, where we can explore further ideas and expansions to ONI's world. All in all, it's been a rather surreal journey for the team. The game is extremely intricate, with so many moving parts; when we first designed it, we weren't sure how many people would be interested in embracing their inner scientist, but 1.5 million players later, we're happy to say the experiment has worked out. Thank you so much for playing our game. Thank you so much for all your bug reports, your feedback and all the wonderful support you have given us during this journey. We look forward to launching this game with you.
Hello spacefriends!
We're keeping the improvements train rolling today with the release of our latest Quality of Life Upgrade, QoL MK II! Our team has continued to scour their bug lists and review all the feedback you've given us here in the forums, and we've been working hard to improve our game systems and overall game performance.
A high level of focus in QoL Mk II has been directed toward adding tools to communicate how Duplicants are choosing jobs or moving around your base, giving you better, more efficient control of your colony. We've also added a whole batch of unusual Space Artifacts for you to display on your Pedestals, and some exciting new upgrades to the Printing Pod's capabilities. And we've knocked out all kinds of bugs and crashes thanks to your reports!
Throughout the rest of the QoL Upgrades we will be continuing to monitor your feedback for more information on how we can improve the game. We've made some serious progress on bugs and polish this update, but there's still lots more to come! We've got even more systems to balance and optimization to perform.
As of the QoL MK II release, Oxygen Not Included is now also available on the Epic Game Store. The game is still in Early Access, and we plan to follow the same Testing/Release schedule on Epic that we currently do on Steam. We're supporting both platforms that the Epic Game Store supports, currently PC and Mac.
A big thank you to everyone who participated in our open testing branch, we hope you enjoy QoL MK II!
[img=https://steamuserimages-a.akamaihd.net/ugc/960858511667044128/C59E4FA82231FA6DABA9836122AE238C8D9F79F5/]Originally posted on the official forums by Ipsquiggle Hello astro-friends! The Quality of Life Upgrades continue to roll out as our team scours their bug lists and reviews all the feedback you've given us here in the forums! We're also still working hard to improve game performance and systems. A high level of focus in QoL Mk 2 has been directed toward adding tools to help you understand what work your Duplicants are doing around the base and how they're moving through it. We've also added in Space Artifacts for you to display on your Pedestals, and some exciting new upgrades to the Printing Pod's capabilities. And of course, we've knocked out all kinds of bugs and crashes thanks to your reports! For those who missed it in the previous Upgrade: A public Testing Branch for this Upgrade will once again be available as they have been in the past, with the change that testing periods will now run for 3 weeks instead of the regular 2. Our intention is to provide additional time for your feedback to be heard before these changes go out to the world. (Please note that the Testing Branch will continue to have additional crash reporting enabled and will impact your games running performance. Finalized performance improvements won't be noticeable until the Upgrade releases to everyone.) We look forward to reading your thoughts and opinions on the Suggestions Forum. Thank-you! This update is absolutely massive - for more details and update notes, head on over to the official forums.
Hello intrepid colony managers!
Today we're happy to bring you the first edition of our new "Quality of Life" Upgrade series! This series will differ slightly from Upgrades we've released in the past, as we shift our focus toward a new stage of development dedicated to evaluating all game content to date. This means looking at improving performance, filling in remaining holes in content, and rebalancing existing systems (hooray!).
The intent of QoL Mk 1 is to begin working through the important issues that have been brought up by users on our forums (thank-you for your feedback and reports!), as well as eliminating major game-impacting bugs, and improving the quality of Oxygen Not Included's early game for new users. As a result, QoL Mk 1 introduces new recipe queuing UI options, more building copy settings, and a bunch of new content expanding the decor system such as varieties on existing paintings, sculptures and flower pots (plus a whole assortment of crash fixes and performance tweaks).
Throughout the rest of the QoL Upgrades, we will be continuing to monitor the forums and your reports for more feedback on how we can improve the game. We've made some serious progress on bugs and polish this update, but there's still more to come! We've still got even more systems to balance and optimization to perform.
In addition, the team will be taking a two week break over the holidays and getting back to it in the New Year. The next update will be on schedule in 8 weeks, coming out February 7th.
Thank you to everyone who participating in our open testing branch, we hope you enjoy the decor!
After their first exciting foray into space the Duplicants have been eager to learn more about the universe in which they live. Their dedicated space research has brought on a wave of technological innovation, and using the rocketry advancements now at their disposal the Duplicants can fly further into the unknown than ever before. They might even bring some strange new things back for their trouble!
Introducing: Oxygen Not Included - Space Industry Upgrade!
Though originally thrown together by cruel cosmic circumstance, the Duplicants of the colony have weathered incredible hardships together and come out the other side as stronger friends for it. Armed with their new talents of self awareness, compassion and extreme friendliness, our intrepid Dupes are now fully committed to supporting each other through life in the colony - the good times, and the bad.
But mostly they'll just chat about cute Hatches.
What's New in the Expressive Upgrade?
Duplicant Interactions
Duplicants have new powers of self expression and are now more aware of the colony, themselves, and even their peers. New animations, expressions, and interactions have been added to help the Duplicants convey what's happening to and around them.
Key Features
"Space" just got bigger--literally. Miner Duplicants have broken through the crust of the asteroid, revealing the entire big ol' cosmos beyond! This stellar discovery has spurred new material innovations as the Duplicants rush to exploit the frontier while defending themselves from the uncaring vacuum (and unsightly freezer burn) of space.
The truth is out there!
Out in space there's an old saying; "happiness is a warm Hatchling". Well, today there's more than enough happiness to go around in a certain little asteroid!
Ranchers who have long enjoyed caring for the special critters of the colony have finally perfected breeding them in captivity, and they've been rewarded with the very best imaginable thing; baby critters! Bug-eyed Puftlings, tiny Slickster Larva, and chubby Shine Nymphs all await your care, plus some new critters that can't wait to meet you!
[img=https://steamusercontent-a.akamaihd.net/ugc/2443642764226458280/19C5E4816BD89AD69552BBED9FF6CBA83733535B/] Hello friends! It's the start of the third trimester for Ranching Upgrade Mark II. Through extensive breeding, Duplicants have begun observing strange eggs... could this be a new species variation? Or a whole new creature? In addition, they've just finally noticed how cute those freshly-hatched critters are! Meanwhile, some industrious plumber Duplicant has been busy in the lab to bring us new pipes and sensors, and it's a good thing too, because there's more ports to plug those sensors into. All this new automation has given the Duplicants a power complex, and they've decided to make the whole world their sandbox. Mind that temperature tool! If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you! What does this preview contain so far? The following content is available in the Ranching Upgrade Mark II preview:
It's been a hard six weeks of survival for our poor stranded Duplicants, but something adorable is on the horizon that's sure to make them smile - Critter Ranching! With new tools at their disposal our Duplicants can interact with critters in a variety of cute and helpful ways. Will Hatches become Dupe's best friend? Is there enough grooming in the world to make a Puft smell good? What DO Shine Bugs eat?
These questions and more can be answered in Oxygen Not Included: Ranching Upgrade Mark I!
Hello friends!
As we know life always finds a way, and it seems the colony is no different. At lodng last, the critters of the asteroid have begun sustaining themselves thanks to the Ranching Upgrade Mark I. When a critter's needs are all met and they're kept in the right conditions, they can now lay brand new eggs. These can be incubated to hatch new critters, or just used as a delicious source of protein (shh, don't tell them!).
There have also been several other exciting discoveries: The Duplicants have finally gotten their priorities straight with new Priority and Urgency systems, and have begun compiling an extensive Database of useful knowledge about their world! Just in time too, because new geological disturbances have appeared which may require further investigation...
If you're interested, you can help us test this new content for the next two weeks before it goes live. As always we appreciate your feedback, so please share your thoughts and opinions on the Suggestions Forum. Thank-you!
In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do.
...They also re-invented hats.
Just a quick note regarding priority: in addition to implementing Duplicant Jobs this update, we also tried to tackle some of the thorny issues of Priority. We felt it was a natural fit that Jobs also affect priority, but we haven’t been happy with the side effects. In particular, it was hard to understand, and now that we've added the ability to retain mastery it didn’t make much sense anymore, so we are going to backburner reviewing priorities for a later update. Please keep posting your feedback, we really appreciate it!
[img=https://cdn.forums.klei.com/ONI/hats_10fps.gif] Hello friends! The Duplicants have been working so hard lately, we decided to acknowledge their efforts with shiny new job titles! Presenting: The Occupational Upgrade. Now you can assign your Duplicants to specific job types to help improve their skills and organize work around the colony. It's paid off already! Thanks to advanced specialization, they've finally figured out how to move chunks of ore around the colony using a brand new ore transport system! If you're interested, you can help us test this new content for the next two weeks before the update goes live. As always, we appreciate your feedback! What does this preview contain so far? The following content is available in the Occupational Upgrade preview:
Hey everybody, and welcome to the Tubular Upgrade! The Oxygen Not Included team is going on holiday break so we're squeezing in an early smaller update before we go on vacation. We'll resume our normal update schedule when we return in January.
What's New?
Tubes
Advanced tube technology has been introduce to the world of Oxygen Not Included as a new tier of transportation, above ladders and fire poles. Using refined plastics, you can now craft new Tube buildings throughout your base and drastically improve travel time while sending your Dupes on a ride.
Key Features
Originally posted by Ipsquiggle on the official Klei Forums: https://forums.kleientertainment.com/topic/85205-tubular-upgrade-preview-and-holiday-break/ Hey gang! We're happy to announce the launch of our latest content preview, The Tubular Upgrade! Now, using their discovery of plastic refinement, Duplicants can zoom quickly and safely around your base with brand new Transit Tubes! Just set up some tubes, connect an access point, and WHOOSH! You're ready to propel your Dupes at lightning fast speeds. If you'd like to help test us test this new Tubular content, the upgrade will be available for open testing one week before it goes live. We always appreciate your feedback!
Originally posted by Ipsquiggle on the official forums
Hello friends,
We've got an early present for you: Oxygen Not Included is now available for Linux!
This time around it's available for everyone by default, so no branch fanciness needed this time, just download and play!
(Because of updating the game on steam, all platforms will see a download today, but there are no new changes. The game is on AT-243285.)
The Linux version of the game is still undergoing testing though, so please let us know in the bug tracker if you notice any issues. We look forward to hearing how it goes.
Enjoy!
[url=https://www.youtube.com/watch?v=wRwcg1YW61c]
[T H I S I S A N A U T O M A T E D M E S S A G E]
Hello [USER], and welcome to the Automation Upgrade!
Our Duplicants have been hard at working researching new and wonderful technologies in the depths of their cosmic prison, and happily to say, they've come up with a brand new system of base management: [AUTOMATION]! So relax, take a load off, and let the machines do the work!
Save up to 75% on select Klei Entertainment titles as part of the their Publisher Weekend*!
*Offer ends Monday at 10AM Pacific Time
Hello friends!
We've been hard at work refining the game, trying to make the next logical move, and after 4 weeks and several minor soldering burns, we've got something! Presenting: The Automation Upgrade. With the inevitable discovery of refined metals, the Duplicants have set their sights on upgraded base automation, and even have begun trying to build their own supercomputer using nothing but logic gates.
If you're interested, you can help us test this new content for the next two weeks before the update goes live. As always, we appreciate your feedback!
Hello friends!
We've been hard at work refining the game, trying to make the next logical move, and after 4 weeks and several minor soldering burns, we've got something! Presenting: The Automation Upgrade. With the inevitable discovery of refined metals, the Duplicants have set their sights on upgraded base automation, and even have begun trying to build their own supercomputer using nothing but logic gates.
If you're interested, you can help us test this new content for the next two weeks before the update goes live. As always, we appreciate your feedback!
Plumbing further into the depths of the asteroid, our Duplicants have made a fortuitous discovery - oil! Will the colony flourish into an energy-rich paradise? Or devolve into a mire of sweltering heat and suffocating fumes?
Welcome to Oxygen Not Included - Oil Upgrade!
Hey everybody!
In our most recent roadmap update post we announced that the time between Oxygen Not Included updates has been reduced down to about six weeks; this is great because it means more updates for you, but it also means less testing time for us. For this reason we've decided to open our testing branch to all of our Early Access players.
Starting today, anyone who owns Oxygen Not Included and is interested in testing new content will be able to access the Upgrade Preview branch on Steam and play the new update two weeks before it goes live. If you choose to participate in open testing next update, thank-you! Your feedback is important to us and helps us shape future content.
Originally posted by Bigfoot on the official forums. Hello everyone! With the release of our latest major update and moving on to the next one coming on October 5, I thought it would be a good time to talk about the roadmap for the game. The Outbreak Upgrade was a bit rough. Given the feedback, it was clear that we misbalanced the early game difficulty of disease, and we worked hard to identify that and improve things as soon as possible. Additionally, while we agree that a new system was not the most requested feature in the game, we felt strongly that we needed to bite the bullet and work on building out the base systems before digging deeper into those systems. At its core, Oxygen Not Included is about building a thriving colony on an unforgiving asteroid. The game is a huge simulation, with tons of layers that are constantly being simulated at all times. The interaction of these systems is both what creates challenges for the players and the opportunities to exploit it. In order for us to build such a system, it requires that we build a solid foundation to work on. With the latest update, we believe the core systems are now in place, and are now building deeper into the tech tree. The following is a broad view of what you can expect as we fill out the rest of the game:
As our Duplicants drift further into the depths of space from within their rocky prison, it seems a new threat has presented itself to the colony: germs. Can the Duplicants survive this invisible terror? Will they avert complete biological disaster? Or succumb to the septic indignity of a tummy bug?
We'd like to welcome you to the latest update for Oxygen Not Included - Outbreak!
So What's New?
Originally posted by Bigfoot on the Official Forums.
Hey Everyone!
This Thursday, we will be launching our next big content update since the Agricultural Upgrade. The “Outbreak Upgrade” introduces a whole host of things, including new buildings, points of interest to discover, revamped farming, quality of life improvements, bug fixes, tweaks, and of course a whole new disease system for your Dupes to enjoy.
We also understand that it’s been quite a while since our last large content update. While we’ve been releasing hotfix updates and giving information on our progress via things like the Rhymes With Play devcast, we understand that it’s been almost 3 months since the last big content release. The reason for the length of time is because adding a new system like Disease touches every part of the game, and it took us quite a while to balance and fix things as it was introduced. However, we believe that iteration time was too long, and we’ve decided to commit ourselves to a tighter loop.
Some of you may know from Don’t Starve, Don’t Starve Together, and Invisible, Inc. that we often have an Update Timer to inform you when the next big update will be arriving. We’ve decided to implement that for Oxygen Not Included: starting Thursday, the timer will be set to 6 weeks. This gives us enough time to develop good features for a systems-heavy game like ONI, while also providing a concrete time frame for our community.
In the upcoming upgrades, you’ll see us flesh out the content and tech tree, create more variety in the world, add more interaction between the Dupes, and begin filling in the lore of the world.
As always, please let us know what you think! We really appreciate the support from all of you in the community, and for once again believing in our Early Access process.
If you missed our latest dev cast on Twitch, be sure to check out our preview of the upcoming OUTBREAK UPGRADE for Oxygen Not Included. Outbreak Upgrade is coming August 24, 2017. http://steamcommunity.com/sharedfiles/filedetails/?id=1100467511 Catch our weekly Rhymes with Play Dev casts on Twitch for update previews, behind-the-scenes, game development streams every Thursday at 3:30 PM Pacific (10:30 PM UTC).
If you missed our latest Rhymes with Play Dev Cast stream on Twitch, you can check out the video-on-demand replay now! https://www.youtube.com/watch?v=xqvu2KtGIBc Note: As the game is still in development, content shown in the update preview streams may change before going live on Steam Early Access. Be sure to check out the Rhymes With Play Dev Cast on Twitch every Thursday at 3:30 PM (Pacific). Here's a handy tool to figure out what time that means for you: http://www.worldtimebuddy.com
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[ 4245 ]