Players dig, wire, plumb, assign labor, and rework failing systems as each new fix creates pressure somewhere else.
Why it may be useful
You get sustained practice tracing a symptom back to its real cause and predicting a fix's side effect before you build it. Those two habits apply to any system with feedback loops, well beyond the invented chemistry here.
Keep in mind
Its mechanics are stylized and sometimes mischievously gamey, so its value lies in systems reasoning rather than in science instruction.
Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →
What the game is
Oxygen Not Included is a colony simulation by Klei Entertainment, released in July 2019 at around twenty-three euros for Windows, macOS and Linux. You start with three cartoon workers, called duplicants, sealed inside an asteroid, and you dig outward. There is no enemy and no story. The opposition is the asteroid itself.
What makes it unusual is that the invisible things are modeled and shown. Overlays let you look at the air as gas by type, mass and pressure, at the temperature of every tile, at germs spreading through water, and at the power flowing along a wire. Machines produce heat that never disappears, so a colony that solves its air problem in the first hours often dies of heat in the hundredth.
There is a research tree, a plumbing layer, a gas layer, a power grid and an automation layer of sensors and logic gates for people who want it. Seven paid add-ons exist, the largest being Spaced Out. Steam lists full support for English, Simplified Chinese, Korean and Russian.
What you actually do
You queue up digging, building and priorities, and the duplicants carry them out badly and slowly. Then something breaks. A toilet loop fills a room with polluted water, the algae runs out, an electrolyzer overheats and shuts off, a duplicant vomits and spreads germs into the drinking supply. The work is diagnosis: open an overlay, follow the chain back, and find the actual cause rather than the visible symptom. Then you build a fix, and the fix has its own downstream effect, which is the entire game in one sentence. Getting better means predicting the second consequence before you build the first thing.
What it exercises
Traces a colony failure back through several systems to its actual cause
Reads an overlay to see something invisible: gas type, heat, germs, power
Predicts the side effect of a fix before building it
Sequences long projects whose payoff arrives many cycles later
Wires a sensor and a gate so a machine only runs when it is needed
Why we rate it Moderate Worksheet score 66 / 100
FitHow much real knowledge or skill does the play itself make you use?65weight 45%
Fit reaches 65. There is no story, no reward track and no combat, so the only thing to do is understand a system that keeps failing in traceable ways. It is not higher because plenty of that failure is stylized rather than physical, and a fair amount of play is routine construction between the genuine diagnostic moments.
TransferWill what you practise here work outside the game?52weight 30%
Transfer sits at 52. Two ideas carry: a symptom is not the cause, and every fix has a downstream cost. Those apply to anything with feedback loops, from a family budget to a school project. The specific chemistry and heat modeling do not carry, because they are invented for play rather than drawn from how gases and heat actually behave.
PracticeDoes the game make you use that skill again and again, as it gets harder?85weight 25%
Practice is the standout at 85. A colony runs for hundreds of cycles and each one presents another failure to diagnose. When a colony finally collapses, the next attempt repeats the whole sequence with better judgment, so the same reasoning gets rehearsed across dozens of hours rather than met a handful of times.
What the evidence says
Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.
The evidence is editorial only. Two sources are cited: the Steam listing and Klei's own game page. They confirm the developer, the July 2019 release, the price, the oxygen, temperature, power, plumbing and duplicant systems, the seven add-ons and the four fully supported languages. Neither says anything about what a player takes away, and no study of this game is cited or was found. The claim is narrow: the game repeatedly demands that a player find the cause behind a symptom, and repeated demand is a fair basis for saying it gives practice at that. It is not a basis for any claim about science understanding.
Editorial assessment - not a measured scientific effect.
Fit
65/100
Transfer
52/100
Practice
85/100
Why it makes the cut
PASS - Its colony systems challenge is clearly chosen by players as a game, not for curricular value.
Editorial only
This is our reading of the mechanics: the game repeatedly demands that a player find the cause behind a symptom, which is a fair basis for saying it gives practice at that. No study of this game or its effects exists that we can cite.
Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.
No subscription requirement was found on the verified PC route.
Steam currently verifies interface support for the listed locales. Full audio is captured only where Steam explicitly marks it; subtitle coverage remains unknown unless a platform source states it separately.
Age guidance
Ages 13+
Topics
STEM, Logic & strategy
Play styles
Single-player, Strategy, Simulation
Tags
Colony systems · Automation · Cascading failures
There is no story or combat to distract from the systems, and a colony fails for traceable reasons, but the chemistry and heat model are invented, so what carries is a diagnostic habit, not content knowledge.