Oxygen Not Included: Survival Guide

A practical colony-building guide for Klei's Oxygen Not Included: how to survive your first 20 cycles, then build sustainable oxygen, food, power, and temperature control, handle germs and stress, and reach the midgame. It also covers what each DLC adds, including the 2026 Aquatic Planet Pack.

Researched September 2026. Current as of game update 744825 (July 28, 2026), after The Aquatic Planet Pack launched on June 11, 2026. Live games change, so check the linked sources if something differs.

Quick Start

  1. Pause constantly. Space bar pauses. ONI is a planning game, and most disasters come from queueing things at full speed.
  2. Pick good Duplicants at the Printing Pod. Look for interests in Digging, Building, and Research on the first three, and avoid crippling traits (see the table below). Reroll freely at the start.
  3. Build in this order in the first few cycles: Research Station, then Manual Generator + a Battery, then Outhouse + Wash Basin, then Cots, then a food source (Microbe Musher or a Mealwood farm).
  4. Oxygen comes later than you think. The starting biome has plenty of oxygen plus Oxylite and algae. Build an Algae Deoxidizer early, then move to an Electrolyzer setup by the midgame.
  5. Keep your base compact and dig a little at a time. Open caverns let CO2 (which sinks) and hot gas flood your base.
  6. Watch the Colony Summary's warnings (Food, Oxygen, Stress). They're your early warning system.
  7. Temperature is the long-term killer. Machines produce heat. Plan to insulate and delete heat (see Temperature below).
  8. Rooms give morale. A proper Latrine, Barracks or Bedroom, and Mess Hall make a big difference to stress.
  9. Save often and keep multiple saves. Autosave is on, but an extra manual save before big projects is cheap insurance.

Choosing Duplicants

Look for Avoid (early)
Interests in Digging, Building, Research, Farming, Cooking Narcolepsy (falls asleep at random)
Positive traits: Quick Learner, Twinkletoes, Iron Gut, Mole Hands Loud Sleeper (wakes others)
Stress responses: Ugly Crier or Binge Eater are mild Stress response: Destructive (breaks buildings), Stress Vomiter (spreads germs)
Low food-expectation types for the early game Mouth Breather (uses extra oxygen), Flatulent (minor, but makes Natural Gas)

Note: Iron Gut resists food poisoning, and Mole Hands speeds up digging. Check each trait's tooltip, since the exact effects vary more than this table can show.

Oxygen

Source Input Notes
Algae Deoxidizer Algae + power Early and easy. Algae runs out
Algae Terrarium Algae + water, absorbs CO2 No power. Produces polluted water
Oxylite (natural) none Starting-area bonus. Sublimates into oxygen
Electrolyzer Water + power → Oxygen + Hydrogen The standard long-term solution. Runs hot
Rust Deoxidizer Rust + Salt + power Also produces chlorine
Plants: Wheezewort, Oxyfern varies Niche, low output

The classic midgame setup (SPOM): An Electrolyzer in a sealed room. Gas Pumps send oxygen into the base and hydrogen into a Hydrogen Generator, which powers the pumps and electrolyzer. A Gas Filter or element sensors sort the gases. There are dozens of community designs. Search for "SPOM" and pick one you understand.

CO2 sinks. Let it pool at the bottom of your base, then remove it with a Carbon Skimmer (water + CO2 → polluted water) or by ranching critters (for example, Slicksters eat CO2).

Food

Stage Food How
Emergency Mush Bar Microbe Musher: dirt + water. Low quality (hurts morale), and can cause food poisoning
Early Liceloaf / Mealwood Mealwood planted in dirt. Meal Lice raw or cooked
Early-mid Berry Sludge / Gristle Berry Bristle Blossom needs light and water
Mid Frost Burger, Barbeque, Surf'n'Turf, etc. Electric Grill cooking, ranching
Long-term Ranching (Hatches, Pacu, Drecko) Critters on Grooming Stations

Rules of thumb:

Water, Plumbing, and Toilets

Power

Generator Fuel Notes
Manual Generator A Duplicant running on a wheel Start here. Stress-neutral but eats labor
Coal Generator Coal Early workhorse. Produces CO2 and heat
Hydrogen Generator Hydrogen Pairs with the Electrolyzer (SPOM)
Natural Gas Generator Natural Gas Uses geyser gas. Makes polluted water and CO2
Petroleum Generator Petroleum / Ethanol Midgame
Steam Turbine Hot steam Also deletes heat. Late game
Solar Panel Light Mostly used on rockets and space

Wiring rules:

Temperature

Every building adds heat. Liquids and gases carry it. ONI's midgame is mostly about moving heat out.

Stress, Morale, and Rooms

Each Duplicant's morale must stay at or above their expectations, which rise with learned skills.

Room Requirements (summary) Bonus
Latrine / Washroom Toilets plus sinks, no other industrial buildings Morale
Barracks / Bedroom Cots or beds (Bedroom = single Comfy Bed plus decor) Morale and stamina
Mess Hall / Great Hall Mess Tables (plus decor for Great Hall) Morale
Kitchen Cooking stations Enables better cooking workflows
Farm (Greenhouse) Farm tiles or planters Crop growth bonus
Stable Grooming Station plus critters Critter happiness
Park / Nature Reserve Wild plants Morale when passed through
Recreation Room Water Cooler, Arcade Cabinet, etc. Downtime morale

Stress responses when morale falls short:

Germs and Disease

Research Priorities

  1. Basic Farming and Meal Preparation (food)
  2. Power Regulation (better batteries and wire)
  3. Plumbing and Sanitation (Lavatory, Sink, Water Sieve)
  4. Air Systems (Electrolyzer, gas pumps and pipes)
  5. Ranching (Grooming Station, critter food)
  6. Temperature Modulation (Insulation, Space Heater, Ice-E Fan)
  7. Mid-game: Refined Objects, Distillation, HVAC, Liquid Temperature (Aquatuner), and Space research for rockets

Tech names can shift between DLC and base game research trees. Hover each node for what it unlocks.

Ranching Basics

DLC Overview

DLC What it adds
Spaced Out! Multi-planetoid clusters, rocketry rework, radiation, plant mutations
The Frosty Planet Pack Frozen biomes and critters, the Ceres asteroid
The Bionic Booster Pack Bionic Duplicants with boosters and a Lubrication Station
The Prehistoric Planet Pack Dinosaur critters (including Jawbos), the Relica asteroids, impactor-asteroid defense, and wall/ceiling-growing plants
The Aquatic Planet Pack (June 11, 2026) Swimming Duplicants, CPR, a flooded Marinea start, and new biomes and critters

Aquatic Planet Pack notes

Common Mistakes to Avoid

Advanced Tips

FAQ

Which DLC should I buy first? Spaced Out! is the big expansion. The Planet Packs are smaller themed additions ($9.99 for Aquatic), and the Scramble DLC tool lets you mix them.

Which starting asteroid is best for beginners? Terra (base game) or the standard Spaced Out! starter clusters. Avoid Marinea and other flooded or harsh starts on your first colony.

Why is my base getting hot? Machines, electrolyzers, and generators all produce heat. Insulate machine rooms and move heat out with Aquatuners and Steam Turbines.

How many Duplicants should I have? Start with three and grow slowly, only when you have spare food, oxygen, and beds.

Can Duplicants swim now? Yes, in The Aquatic Planet Pack. Swimming skills unlock underwater movement, and there's a CPR mechanic.

My Duplicants are always stressed. What do I do? Add proper rooms, cook better food, raise decor, schedule downtime, and avoid giving everyone too many skills too fast.

Sources