

Oxygen Not Included
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.





01About Oxygen Not Included
Build a colony deep inside an asteroid and keep its inhabitants alive amid shortages of breathable air, food and warmth. Dig for resources, plan pipes and power grids, and watch gases and liquids move through your base. Steam players rate the game 96%% positive across 135,788 reviews. Released July 30, 2019. Supported interface languages: Simplified Chinese, English, Korean, and Russian.
Credits
Lowest recorded in 36 months
$7.492025-06-12 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | Yes |
| English | Yes | — | Yes |
| Korean | Yes | — | Yes |
Show 1 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Russian | Yes | — | Yes |
Steam PC edition data · 2026-10-11
02Before you buy
Colony management
Keep a colony supplied with oxygen, warmth and food while planning excavation, pipes and power systems.
Mode and languages
The Steam version lists single-player. English, Simplified Chinese, German and Russian are supported interface languages, with full audio listed for them.
03Frequently asked questions
What is Oxygen Not Included about?
Build a colony inside an asteroid and keep its inhabitants alive while managing survival needs.
What does the colony need to manage?
Oxygen, temperature and food are essential concerns, alongside stress, gas and liquid systems, and power.
How are worlds generated?
The description says worlds are procedurally generated and new ones can be created.
“Space colony sim built on real thermodynamics and fluid physics, Klei nine-year live operations benchmark”
Our Verdict
Add it all together and Oxygen Not Included is a singular achievement: a space-colony simulator built on real thermodynamics and fluid physics, wrapped in cartoon charm, and supported for nearly a decade into one of the deepest systems sandboxes ever made. It is Klei's nine-year live-operations benchmark and, for the right player, something close to an engineer's Bible — a game that translates chemistry and physics into play so completely that learning it feels like learning a discipline.
A Benchmark for Systemic Depth
What makes ONI extraordinary is the integrity of its simulation. Nothing is faked; every gas, every degree of heat, every drop of water obeys consistent physical rules, and the entire game emerges from those rules interacting. That foundation gives it a depth of engineering and optimization that almost no other game even attempts, and it is the reason the game rewards mastery so richly — your knowledge transfers, your intuition sharpens, and a base you build at three hundred hours would be unthinkable at thirty. The cartoon shell and the brilliant overlay system then perform the second miracle, making that forbidding simulation legible and even warm, which is how a hardcore physics sandbox ended up with a 96-percent-positive rating across more than a hundred and thirty thousand reviews.
The longevity confirms the achievement. Five DLCs, a vast mod ecosystem, and a 2024 Steam Labor of Love award testify to a game that has not merely survived but deepened across nine years, sustained by a community that treats each new colony as a fresh engineering problem to solve. It is the kind of title that defines what its genre is capable of.
Who Should Buy It
This is for the player who loves systems for their own sake — anyone who finds joy in untangling interlocking mechanics, optimizing a process, and turning chaos into a humming, self-sustaining machine. If the idea of genuinely understanding the Carnot cycle in order to cool your base sounds thrilling rather than exhausting, ONI will give you a sandbox of effectively infinite depth and one of the most satisfying mastery curves in gaming. It is a near-perfect fit for fans of Factorio, RimWorld, and Dwarf Fortress who want the engineering dialed to its physical extreme, and for the curious tinkerer who is willing to learn a hard thing because the reward is so concrete. It rewards patience and intellect more generously than almost any game on the market, and the community around it is one of the most knowledgeable and helpful anywhere, full of veterans who delight in explaining why your base boiled and how to stop it next time.
It is also, unusually, a game that can teach you something real. Many players come away with a working understanding of thermodynamics and fluid mechanics they did not have before, which is a rare and genuine value that few games can claim.
Who Should Skip It, and How to Start
The caveats are blunt and important. Players with no patience for a steep learning curve should know ONI's is among the steepest in gaming, and most newcomers genuinely cannot progress without consulting tutorials and guides — if leaning on outside help to understand a game sounds like a chore, this will frustrate you. Players without any STEM grounding or appetite for physics will hit hard walls in the mid-to-late game, and anyone wanting a relaxing experience, an authored story, or the ability to play on a console or phone should look elsewhere entirely, since ONI is demanding, plot-light, and PC-only. For those undeterred, the path is clear: start with the base game and give yourself permission to fail repeatedly while you learn the fundamentals, lean on community guides without shame, and only add the Spaced Out expansion once you are comfortable, approaching the divisive Bionic Booster Pack with caution. Survive your first sustainable colony, and you will understand why this game inspires the devotion it does — which is exactly the experience this final score is built to honor.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
November 2018 : With Space Industry /Rocketry Upgrade the late game has become longer and relatively harder. The amount on content the game has now, and the time one can put into it is well worth the money! p.s. I shouldn't admonish people for having fewer hours on the game. November '17 Edit: If you have the aptitude to learn about the game and make things work, yes you should buy the game. The pace is now smoother(slower?) and the research tree deeper, which adds both the ease to learn early on and the difficulty to progress later. Beyond the efforts of survival, the end goals are one's own. See how many cycles you last? Wish to have the best things for your suplicants? or do it again, better this time? All these reviews with less than 10 hours on record, telling you the game is uninteresting. What puts people off, I assume, is the mid-game. Starting and setting up base is the fun part but is hardly a challenge, which is why most people enjoy it. The mid-game, presently, is where the base needs planning and strict management to survive - where everything starts to fall down a spiral, probably which is where people have a falling out. The difficulty spikes during this mid period, where resources, tasks and dupes need to be managed if you wish to go on further - where it becomes a niche genre - some people love it, some don't. After this difficult and rather annoying period, the game becomes a bit of a sandbox and you can let your creativity flourish, with advanced machineries and systems. Bases evolve to their final form, mostly sustaining themselves and an easier relaxed life for your dupes. I love the game, and honestly, if my life allowed it, i'd play it a lot more. The ai is a tad wonky but perhaps, going out of early access will fix it. Edit: I play on windows ' bootcamp' on macbook 2013 retina; as of the last fix the fps,for me, has improved. Edit: Here is a good guide https://steamcommunity.com/sharedfiles/filedetails/?id=1359110726 , no bamboozle.Show moreShow less
This is a 50/50 for me. I've enjoyed it, at the same time as I have felt "What's the point?" in true Marvin voice. Rimworld is a title I have played a lot of before - and it had a purpose. Oxygen not included does not, it's just: "Dig, Manage Gas, dig. Manage water." It's not really the same category as Rimworld anymore, but rather a manage-the-same-stuff-repeatedly. I've followed it from early start, and I still feel like there's not much purpose being added... Only odd things and more "things" to manage, which others might enjoy endlessly - but I feel a bit "meh" about it. I'm hoping for it to take a turn and start getting some more flesh on those bones at some point. I'll edit this comment whenever that build happens, if it ever happens. - So end result of this? I recomend it to those who enjoy managing things without a purpose beyond "You will die if you don't." If you're like me and want a carrot at the end, you might find yourself in a "meh" state after you've tried all the gadgets possible to build. It's also a tad too complicated for me personally with HOW to handle Gas / Liquid etc, which I am sure others may find more engaging and hence may be their carrot. So if you enjoy fiddling, get this - if you're like me, wait and see. //Mamabear --------- A lot of people seem unable to understand the review. It is personal opinion, even if YOU love the game 100% and see no faults in it - doesn't mean others feel the same. I pointed out the flaws I personally found having played a lot of simulation games and similar titles. I also waited with making a review in the first place until I had spent sufficient amount of time in it, AND waited for a few updates. All updates so far has added random things to manage, but it doesn't change the fact that you easily feel a lack of purpose for doing said tasks. As I stated clearly in the review, some may like this type of simulation game - but some of us don't. It is comparable to rimworld and others, which is what anyone will compare it to. - I also clearly stated that in it's CURRENT form it feels incomplete and not something I recommend UNLESS you enjoy repetitive things without an end goal. A lot of people seem to miss this or ignore it simply cause I am giving it a negative review. No, I have nothing against hard games - if they are hard to -complete-, here it feels like a no end. I hope people can start reading the entire reviews and think for a few minutes before hitting that comment button, cause I am clearly stating that some can enjoy it in the state it is at - but also pointing out the missing bits for anyone, like me, that may want to hold off buying it until it has more solid content. Thank you for reading it all.Show moreShow less
1397.8 hours playing this game currently. To put this in context I am a 45 year old professional. While most games I play keep me entertained for a week or so I always come back to Oxy. The mid game is incredibly difficult until you figure out what is blocking you from continuing. You go from being well positioned to just managing crisis after crisis. Eventually I just give up and abandon the colony and your Dups only to try again. Its the little things that cut you down in oxy. Ive never faced a game over screen, but I have faced the reality of the enevitable so many times. Highly recommend this game. Highly. I think I have spent about 0.5 cents a minute to entertain myself and I am still addicted. ***UPDATED AT 1300 some odd hours. I have made it to the bottom and to the top. The key in my opinion, and this was a HUGE help, is to climb to the top first. Space is a vacuum and I dumped all my carbon out the trash instead of trying to process it which was taking all of my resources. This really was a game changer for me.Show moreShow less
I've played this game for far more than the 260+ hours Steam has recorded (as offline play isn't tracked), and this is probably the most difficult "non-recommend" I've had to give a game. Why? Because overall, the game is very, very good. Let's start with what they've done right. The Good This game has an immense amount of depth, and it's not shy about it. There are lots of systems, capable of managing everything from temperature to power generation, which come complete with 14 overlays to keep track of everything. It also has a wealth of interaction between the different systems to provide endless variations and complexity of design. Nothing can be ignored, and almost anything you do will require careful consideration of its effect on other systems. For example, heating water to kill germs is fine, but plants won't grow if the water is the wrong temperature, which can bring a quick end to your colony's food supply. Digging out an ice biome for its resources or simply to make room will deprive you of naturally growing Sleet Wheat, a valuable commodity in mid/late-game food production. Players can work around this, and careful planning is not only rewarding, but often mandatory. Designing complex systems to perform various tasks efficiently and quickly draws me back into the game repeatedly, providing a massive amount of replay value. The controls are another plus side. Gone is the "God" style typically found in RTS games like Anno, nor does it have the player-controlled perspective of Factorio. Instead, you place down the blueprints, which your duplicants (or simply "dupes"; think of them like the ants in an ant colony) must construct for you. It's analogous to Prison Architect or using blueprints with Construction Robots in Factorio, if you're familiar with either of those. The same holds true for almost every operation in the game, from digging out terrain to adjusting the flow rate on a valve. Visually the game looks great as well, with an aesthetic that is consistent and appropriate. Dupes have a plethora of animations, some of which make them hopelessly endearing, such as hugging an incubator while it's warming eggs. Little touches, like them being happy to see one another, provide a pathos for their well-being that few if any games in the genre evoke. If a dupe accidentally gets trapped, I'll have the entire colony work to free them as quickly as possible, even though I could just print more at periodic intervals should I lose one. The Bad It does have its flaws, although most of them are minor or become a non-issue eventually. The first thing that will strike most players is the learning curve. With so much depth, it's very steep, and it doesn't let up for a long time. You can approach this in multiple ways, such as studying up beforehand by watching "Let's Play" videos, or just going in blind, realizing that you'll probably fail relatively early on in the game. As long as you have the perseverance, this can be overcome, just don't expect it to happen in your first day or even week of play. You need to be willing to fail, discover what caused that, and change your next approach. To mitigate this, it would be nice if the game featured a tutorial mode for new players. It does have tips that appear to guide new players, but they aren't comprehensive, and likely won't suffice even if your goals are as basic as sustainability. Fortunately, users on the forums are patient, and by now there are more than enough searchable posts to cover most of the challenges that face those picking up the game today. A wiki is available as well, but the built-in encyclopedia provides almost everything about the game one could need to know, if you have the patience to sit down and read it. More often, I find myself using it as a reference. "What temperature does polluted water boil at again?" Even with all the resources, it sometimes obvious to miss important things. For instance, I didn't realize for a long time that Wheezeworts, a plant that cools the gas around it, could be moved by planting them in a flower pot. Only after I saw it in a gameplay video did I realize what I was missing out on. Other useful properties, such as the "sour gas" cycle (boiling crude oil into petroleum, boiling petroleum into sour gas, condensing the sour gas into methane/sulfur, boiling the methane into natural gas, and then pumping that to a natural gas generator), may be so obscure that even veteran players are unaware of their utility. Additionally, while the simulation isn't bad, many things violate the laws of thermodynamics or physics as we know them. Mass is not always conserved; some things output less than they take in. Heat can mysteriously disappear or appear out of nothing. Natural gas is denser than oxygen. You need to unlearn a lot of what you learned in science class, which is a bit of a hindrance to learning the game. While the learning curve will ultimately be conquered by anyone with the patience to learn the game, this can also present another downside to experienced players. Maps are randomly generated, and it's easy to get one with undesirable properties, such as geysers (an endless source of resources) of undesirable types or absence of those that supply extremely useful materials. Unless you go into debug or sandbox mode, you won't find out till you're a ways into the game what you have. You can also explore space, but it's also random, and you might not get many good planets/asteroids, or they might be farther away than you'd like. Even figuring out how much fuel you need to put in your rocket (and how many tanks you need) to get where you want is basically trial-and-error from within the game. Fortunately, the community has addressed many of these complaints with third party tools, such as the seed browser and the rocket calculator, but I'd have preferred if they were integrated into the game in a similar manner to the encyclopedia. However, If you're experienced enough to be picking your seeds and using the rocket calculator, you may find yourself in a similar situation to me. That is, early game becomes a bit of a repetitious chore, where you are essentially doing the same thing every game you play. This far from unique to ONI, as every similar game I've played (e.g. Anno, Factorio) suffers from it as well. Perhaps a "quick start" option could be provided for players that reach certain milestones within the game, and it could start you with the basic research tiers already complete and duplicants with a few skill points at the ready? The rest of this review is continued in the comments as it's too long to fit within Steam's review length limit.Show moreShow less
With over 1000+ hour into the game, I have to take the time to the leave a review for it. My opinion : This game is amazing and fascinating, but aware of what your are jumping into. There is a lot, A LOT of things to learn in this game. There will be a lots of restart and a new game, but you will learn and progress more each time. Think of it as ''It's more about the path, than the final destination'' . While playing, check for tutorials online. If you need help, check online. The community is great! Even if it's on Early access. It's now a complete game with more and more stuff to come I'm sure. Gameplay : You manage a bunch of ''duplicants'' in an underground colony. You will need to manage oxygen, food, electricity, water and waste. You will need to keep an eye on gases, power, liquids, pressure, germs, gas density, temperature management, working environment and many more! Your reward? A thriving, maybe self-sustaining, colony. Capable of exploring the cosmos and beyond! You will face tons of different materials to dig through and manage, creatures that can help or arm your fragile colony. You cannot directly control and play a duplicant, but you assign them roles, task and priority. You will need to level them up to reach further step in the game but also meet there requirement and deal with each of there little personality. Visual : From the makers of the series Don't Starve, the visual is very appealing. Animations are cute and well done. Game is fluid on probably a lot of pc, although once your colony gets bigger and bigger, you might need more power from your computer. It's nice to see but also clear, each ''layer'' you need to keep an eye on can be view as an ''overlay''. For example : You can see the temperature overlay, you can visually see hot and cold spot. Same for germs or gas and liquid, and more! I could tell you a tutorial on how to play, but there are plenty or people playing online on Youtube or Twitch. The one that brought me here is Brothgar on youtube. Little shout out to him, good tutorials, experimentations and explanations of the game. Hopes this helps you buy the game, or forge your opinion about it!Show moreShow less
Whilst with great depth, there is usually only one route forwards and the flawed design has left traps for the player to fall into. In short the game has slow progression, limited ways to fix what goes wrong such that abandoning your 10 hour save and starting a new one can get you further, there is no win condition or goal, the mechanics are unexplained and an exercise in self sufficiency with the problem of imperfect solutions in a world of perfect maths. Masochistic might be the defining word. In long, the problems: No tutorials, scenarios or victory condition, no indication of the game being developed to be more than a sandbox you can lose, despite the opening words having always been "Find out why you're here!" A reliance on third party wikis, the official forums or google to understand problems or long standing bugs and their imperfect solutions. Player vigil over and maintenance of systems created - there is no real automation or set and forget, the world changes and your solutions have to incorporate new designs to deal with temperature, germs, separation of fluids/gases and their storage or usage, the larger your base grows the more time you spend fixing instead of exploring or playing. Joke toys in the toybox: - Hydrofans should make things cool down, they only make their operator run away from being too cold whilst nothing else is - Rock granulators destroy half of a metal to refine it in a system of limited resources, later on you can use a Metal refinery to not destroy any metal, unfortunately no-one considered design implications, you start with copper ore, you get the granulator, you refine until you only have copper, using up twice as much as you need to because you lose half of it, oh dear late game exosuits require copper ore and no other metal - Hatches, Pufts, Wheezeworts, Slicksters, all of these provide benefits: unlimited coal, unlimited slime (for a dufunct and convoluted system of oxygen creation which was made deadly when germs were introduced and unnecessary when clean water was made unlimited), unlimited very localised cooling (there is no player constructed solution for cooling, only heat displacement), unlimited oil, though for three of these being animals there are no paddocks or farmer jobs, only bug exploitation with doors, manual player reliant feeding and expensive in effort end game animal relocation tools, none of these can reproduce, all of these can die or be destroyed, you cannot make more - Algae terrariums are available after Algae deoxidisers but produce less O2, they both use the limited resource of algae - Abyssalite, a material used to ignore the broken temperature system because it prevents transferring heat, even when built into normal walls, which puts to shame the later unlocked insulated walls - Cooking, most recipes reduce or halve the calories of its ingredients whilst either removing the effect of diarrhea or minorly improving food quality, food quality doesn't matter except maybe in long term games Bugs. Building a wire bridge over heavy cable causes the heavy cable to think it's being overused, breaking it. The metal refinery can break due to taking in too little water, applying the same amount of heat to it as normal and winding up with superhot water. Electrolyzers output 1,000g of gas, this doesn't spread fast enough due to atmosphere simulation to let the electrolyzer output its next load, leading to downtime in a system designed for perfect maths. Duplicants building walls around their own heads, leaving them helplessly suffocating and screaming that they failed at life. Energy is designed to be like reality, if you produce more than you consume, that's your fault, but *you* have to pay attention to turning off and later on your generators, there is no automation outside of exploits. The other problem with energy is that doing anything costs a lot until you unlock natural gas generators. A coal power generator produces 600W, a gas pump uses 240W, once you have water retrieval, water purification, food refrigeration, cooling system, oxygen generation, liquid/gas splitting, massage table, food production... you have very little left over to manipulate your environment without burning through a lot of your limited resources. After natural gas, you have the problem of my circuits overlap and break from overuse. Fertilizer synthesizers are used not to make fertiliser but natural gas, for natural gas generators, to make excess electricity. Coal generators require you to mine a finite resource or feed hatches, then manually deliver that coal to the generator. A natural gas generator setup requires your duplicants to shower, go to the toilet and wash their hands. You don't even need to use the fertiliser you make. This is inconsistent balancing with most of the game, making all other solutions redundant. Heat is near impossible to deal with, your options are heat displacement, piling on your limited number of wheezeworts or abusing exploits such as water dripping. 90% of your duplicant's day is running to and fro without doing much of note, everything takes forever to do for them and they cannot carry a sizeable amount of materials to put into storage. Farming. Plants range from no attention required with a high heat tolerance to I need to be in light, fed water every day, in this specific gas and I cannot live in anything higher than starting ambient temperature; any temperature past minute 5 of play. Unfortunately most plants are high maintenance with only two being reasonable. Space management is key but you will always need more. Planning takes time, building the plan takes more time, destroying and rebuilding to fix mistakes takes even more time. "Made a mess" is not fun. To begin with and perhaps for most of the game, your water will be in open topped storage at the bottom of your base. Duplicants who can't hold it in any longer will pollute your water supply with germs and the game doesn't explain you need to heat up the germs to kill them. Heating water up costs a lot of energy. You then have to deal with heat you can't remove. Good luck. Germs are not engaging or interesting. Food poisoning can largely be ignored, slimelung kills duplicants after an arbitrary 10 days if they don't spend ~4 days lying on a bed or standing in a tube. Sometimes a duplicant goes to take their temperature, sometimes they eat tablets you make, I think, I've never seen a tablet be consumed. (subjective) Depressing atmosphere, most of your staple food is valued as Grisly, Terrible or Poor (though that might be because half the food is soil, deep fried soil, maggots and pickled maggots), the loading screen, worldly creatures, plants and other objects (yay for placebos; hope will cure our slimy tuberculosis) are drawn with an air of unhinged, much like Klei's Don't Starve. You can consider it whimsically Dr Seuss but with an edgy dark side that exists just because it can. In other words there is only okay, worse and abysmal, there is no good. The development cycle being clearly timed is nice to see, however, like most early access games, nothing new added changes the game. Early access has yielded two germs, plastic for expensive "better" buildings, expensive transport tubes and now job hats, after a year. We still don't have tiles coloured out of the material they're built out of. The roadmap on Klei's website promises no more game than what you see now. Some people say they go to bed thinking of this game at night. If you do, it will be because you're wracking your brain for that perfect solution the game lets you pretend exists. If you have limited time outside work or school for play, this eats up time like it's nothing whilst ten hours later you're still struggling with the same problems. People who love deconstructing the mechanics of games might enjoy this but it is not a game to play or win.Show moreShow less
This game is a poster child for early access gone right.Show moreShow less
It's interesting but I wouldn't call it fun. Most of my enjoyment of this game comes from starting over and over again and I'll explain why. At it's core, it's a management game (which I love) with all the difficulties placed at the start. In the beginning, you need to manage your ever dwindling supply of water, oxygen and food, and increasing quantities of issues (CO2, pollution). Once you unlock more/all the research, the game becomes increasingly more complex but also much, much easier (and less interesting, as a result). There really isn't much to do once you get past the initial growth phase other than tweak efficiency or expand which might be fun if you really enjoy spreadsheets / min/maxing / physics but that's not really my cup of tea. Would I recommend it? Maybe. It really depends on if you like physics simulators.Show moreShow less
Closing in on 1200 hours played, I thought it might be time for a review. This is the best indie game ever made. That's it, that's the review.Show moreShow less
I can't tell if I'm stressed, or having fun. This entire review will be comparing it to Rimworld more or less as I only bought this game because it was listed as similar. Came back and edited it since it became fully released. The Good The changes for release were really good. They seem to be mostly UI changes and it looks incredibly good now. The tech tree is organized much better than it was even just a week ago. I really like the changes they made on the release patch. I have not encountered anything that is an obvious bug. I suppose you could say dupes getting themselves killed by removing a block they’re standing on and falling into a pit of lava is a “bug” but I really think that was more of a learn to play on my part. This game is not a bad game by any stretch of the imagination. If I could give another review type of “sometimes recommended” I would, but alas, we only have up or down. The game will be good for some people, and horrific for others. I bought it because it was listed as similar to Rimworld, and that’s just not the case. The Bad 1) You will get a new dupe every few days. It does not take long for them to gain enough experience to become relevant (less than 100 cycles to max out a relevant tree and wear exosuits). This really cheapens the experience compared to Rimworld where losing a valuable pawn can be devastating due to the amount of time required to get a new pawn caught up. Losing a cook early game in Rimworld can kill your colony, losing one in ONL just means you have to eat mushbars for awhile. Almost might as well not even have the dupes, you end up rejecting so many of them anyway since they'd just be a detriment half the time. 2) Space management (like, where you build, not literal space outside the asteroid) is wonky. It actually almost doesn't matter beyond travel time for your dupes, while in Rimworld you have a much more finite amount of space to work with, along with raids to force you to only expand a certain amount among other things. You can just mongo expand as long as you keep the climate controlled correctly. Much less finesse than Rimworld in this aspect. 3) There's nothing to do except manage the number of resources you have. Unlike Rimworld (or any other base builder I've played to be honest) you have finite resource. You *can* change some resources into others that you need, but usually at a cost. Once you get into the groove of keeping your colony sustained, there's nothing to do except... wait. It really felt more like I was playing The Long dark (a survival game) than I was playing a base building game. Rimworld has side quests you can go do to break up the monotony of watching your functioning colony work. It really gives you some stuff to do with how powerful your colony gets the longer you play. There’s something so satisfying about building up five super soldiers in marine armor and dropping them via drop pods on something you want to conquer. ONL doesn’t have that same occurrence. 4) The game isn't exactly intuitive. You will either have to read the wiki, watch guides or be prepared to restart over and over in order to understand the odd interactions in this game. Dunno, never had to resort to the wiki for the entire 300+ hours I have played Rimworld. The game is actually intuitive... ONL isn't. I don’t like it when games just pass the burden of learning off on external sources. This ties into point 5… 5) The "tutorials" in the game are bad. That's really the only way to say it. You will either look up guides online, or you will learn through painstaking trial and error. So many of these cases of trial and error will take a long time to make their effects felt to the point that you may not even understand right away what the hell caused something to go awry. 6) The units for gas and liquid need a way to actually see the total volume of a space. I built a hydrogen generator, put a gas pump into a pocket of hydrogen gas that was roughly 200 tiles filled with hydrogen and figured that would last awhile. I drained that entire thing in about a cycle and a half as it turns out that 800 grams of hydrogen pressure isn't actually that much? I suppose the entire point of this is that you’re supposed to find geysers if you want a form of semi-infinite resources… Not that I would have ever known that geysers were actually really easy to spot when hidden if you know you’re supposed to look for 4 of the same specific block in a neat row. TL;DR if you're looking for a base builder like Rimworld, this game is 100% NOT it. If you enjoy staring at a spreadsheet with a UI, then it's probably the game for you.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.