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Oxygen Not Included for The Sims Players: 7 Habits You Need to Break

Oxygen Not Included for The Sims Players: 7 Habits You Need to Break
Image: Steam
Oxygen Not Included looks like a life sim and is not one. You cannot give orders, more crew hurts, and heat quietly kills you.

Oxygen Not Included wears the same friendly cartoon face as The Sims, and that is exactly the trap. You get a handful of little people with needs, moods and jobs. So you reach for the habits that built a happy household, and within twenty cycles your crew is vomiting in a hot, airless hole.

Oxygen Not Included Never Lets You Give Orders

The first habit to drop is direct control. In a life simulator you click a person, then you click a fridge, and the person eats. Nothing like that exists here.

You place buildings and set priorities. After that your duplicants pick their own errands from that list, in their own order, using their own skills. A job nobody enjoys and nobody prioritises simply never happens.

So the game rewards planning rather than nudging. Instead of babysitting one worker, you rewrite the whole errand board and let the colony sort itself out. That mental switch takes longer than any single mechanic in the game.

More People Makes Everything Worse

Household sims reward growth. A bigger family earns more, builds more and unlocks more. Here every extra body is another mouth breathing your oxygen and another stomach eating your ration.

The Printing Pod tempts you anyway. Every three cycles it offers one of four choices, usually a couple of randomly generated duplicants plus some food or resources, as the official game wiki sets out. Those new arrivals come with fixed traits and interests, so a bad roll follows you for the rest of the save.

Taking supplies instead feels boring. Often it is the correct answer, though, because three well fed workers beat six starving ones every time. In other words, Oxygen Not Included asks you to grow only as fast as your air and your food allow.

Stress and Heat Are the Real Enemies

Mood matters in both games, yet the failure modes differ wildly. A miserable Sim sulks. A duplicant at full stress vomits, weeps or starts smashing your machines, and the mess it leaves stresses everyone else.

Heat is nastier still, mostly because it creeps. Your machines pour warmth into the base constantly, and nothing removes it for you. Ignore that for fifty cycles and the water boils, the crops die, and the rescue job costs more than the original build. The temperature guide on the same wiki is worth reading before you dig deep.

So treat every appliance as two costs, one in power and one in warmth. Players who enjoyed managing awkward crews will recognise the pressure in The Alters for Frostpunk Players: 7 Habits You Need to Break. The same builder instinct shows up in Two Point Museum vs Jurassic World Evolution.

In short, stop managing people and start managing the room they live in.

Frequently asked questions

How many duplicants should you print early? Keep the crew small until food and oxygen run a clear surplus, since numbers multiply every problem you already have.

Can you cure a stressed duplicant? Yes. Better food, decor, massage tables and lighter workloads all pull stress down before the destructive reactions start.

Is Oxygen Not Included harder than a life sim? It asks more of you up front, because the colony fails from physics and logistics rather than from bad moods alone.

About the author

Ken Griffin

Ken Griffin received his first console at the age of 2, sparking a lifelong passion for video games. After graduating from college, he pursued a career in writing and used his gaming expertise to enter the industry, successfully blending his profession with his passion. Today, he enjoys researching and writing about video games, while also spending his free time playing titles such as Dota 2, World of Warcraft, and Sea of Thieves.

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