
Oxygen Not Included — Achievement Walkthrough
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Count your Duplicants, then make sure the colony contains at least that many beds AND at least that many toilets at the same time. Outhouses count as toilets, so this is cheap to set up early. The check is on what exists in the colony, not on who has used what, so the simplest route is to keep printing beds and Outhouses until the ratio is 1:1 or better. Easiest while your colony is still small — it gets more expensive to satisfy the more Duplicants you print.
Dig sideways or down until you cross out of the temperate starting biome into a neighbouring one, then construct anything at all there. A single Ladder or Tile placed past the biome border is enough. This normally unlocks on its own as you expand for resources.
Skill Points accrue as Duplicants gain experience. Open the Duplicant's skill panel and spend points down one complete branch rather than spreading them around. Shorter branches are the cheapest way to finish one — pick a branch you actually want the colony to have and commit all of that Duplicant's points to it. Note that higher skills raise a Duplicant's morale expectation, so make sure your morale can absorb it before you dump points in.
Raw food eaten straight off the ground does not count — the meal has to come off a cooking building. Research and build an Electrical Grill (or later a Gas Range), assign a cook, and produce something from it. Once a Duplicant actually eats that cooked meal the achievement pops. Cooking is worth doing anyway for the morale and calorie gain.
This wants a new critter morph hatched from an egg, so you need critters laying eggs and those eggs surviving to hatch. Set up a stable, keep the critters groomed and fed so they lay, and let an egg hatch rather than cracking it for meat. Which morph you end up with depends on the conditions the parent lived in — the achievement only requires that a new morph hatches, so you do not need to target a specific one.
Research plumbing, then build enough Lavatories and Sinks for the colony and deconstruct every single Outhouse and Wash Basin. The check is for none of the primitive versions remaining, so sweep the whole base — one forgotten Outhouse in an early dig will block it. Lavatories need water in and polluted water out, so have your plumbing loop working before you tear the old ones down.
You need a Duplicant to actually contract a disease and then recover from it. Germs spread through unwashed hands, contaminated water and polluted oxygen, so this tends to happen naturally in a messy colony. Build medical facilities and let a sick Duplicant be treated back to health. Do not go out of your way to poison your colony for this — it will happen on its own.
This is a cumulative total, and it specifically counts oxygen distributed via gas vents — so oxygen released straight from an Oxygen Diffuser into open air does not progress it. Build a piped oxygen network: oxygen source into a Gas Pump, through Gas Pipes, out of Gas Vents into your living space. Once that loop is running, 1000kg accumulates on its own over many cycles.
Research Automation, then place any Automation-tab sensor or switch, run an Automation Wire from it to a building, and the building is now automated. A Manual Switch wired to a light is enough to satisfy it. Automation is one of the most useful systems in the game, so this is worth doing early regardless.
Ruins are pre-built abandoned rooms found out in the world, containing objects your Duplicants can investigate. Dig out to a ruin and order a Duplicant to inspect the relevant object; recovering the entry adds it to your in-game Database. You need to actually find ruins on your asteroid first, so this depends on exploring away from your starting biome.
Purely a survival milestone. Keep at least one Duplicant breathing until the cycle counter hits 100. Oxygen, food and temperature are the three things that will kill a young colony — keep those stable and this arrives on its own.
Oil biomes sit deep below the starting area and are hot, so you will need thermal protection and decent digging infrastructure to get there. Dig down until you break into the oil biome for the first time. Bring Atmo Suits and watch the heat — the point of failure here is usually cooking your Duplicants on the way down, not the dig itself.
Painting quality is tied to the artist's Creativity and skill level, and this specifically requires a Duplicant with the Masterworks skill. Train a creative Duplicant up that branch, then have them work a canvas or sculpture block until they produce a Masterpiece-quality result. Output quality has a random element, so it may take several attempts even with the right skill.
A longer survival milestone than cycle 100, in the same save. By this point your colony needs sustainable oxygen, food and heat management rather than starting-biome reserves. Nothing to do here except build something that lasts — do not restart the colony, since it must be one continuous save.
Any non-default clothing counts, so this is a matter of producing enough garments and getting them equipped simultaneously on eight different Duplicants. Set up clothing production, then check the Duplicants' equipment to confirm eight are wearing something at the same moment. Note that this needs a colony of at least eight Duplicants.
Print Duplicants at the Printing Pod until twenty are alive simultaneously. The hard part is not printing them, it is supporting them — twenty Duplicants need a lot of oxygen, food, beds, toilets and stress relief. Expand your life support ahead of your population rather than behind it.
This is map discovery, not full excavation — you only need tiles revealed, so tunnelling a network of narrow corridors across the asteroid is far cheaper than mining everything out. Send Duplicants (or later, rovers and rockets, depending on your progression) out in all directions. Hot and hazardous biomes will need Atmo Suits before you can safely reveal them.
A cumulative distance total across all Duplicants. Research and build a Transit Tube network on the routes your Duplicants actually use every cycle — a long tube nobody rides will not progress it. Once the commute runs through tubes, 10,000m accrues passively. Transit Tubes are a genuine productivity upgrade, so this pays for itself.
Tune Up is the Power skill interaction that temporarily boosts a generator's output. You need a Duplicant with the relevant skill, generators to tune, and the Tune Up errand enabled so they keep repeating it. It is a cumulative count of 100 across the colony, so the more generators you have on rotation the faster it fills.
This is part of the Spaced Out progression built around the teleporter link between worlds. Send a Duplicant through the teleporter to the linked world and revive the frozen Duplicant waiting there. You need the teleporter route established first, which means progressing the relevant story path rather than just building outward.
A long mid-game project: research rocketry, build a launchpad, assemble a rocket with an engine and enough fuel and oxidizer, then launch it. The prerequisites (steel, plastics, refined fuel production) are what make this take real time, not the launch itself. Everything downstream in the space game is gated behind this, so it is worth building toward deliberately.
Requires meteor showers reaching your surface and a Bunker Door built and closed over the area being struck. Bunker Doors are the only structures that reliably stop meteors, so build one over your surface installations and shut it when a shower is incoming — automation with a Meteor Detector is the normal way to do this. The achievement fires when a meteor is actually blocked, so you need a live shower to hit it.
A restriction run: your colony has to feed itself to 400,000 cumulative calories without any player-planted farming in those three buildings. That pushes you onto ranching, wild plants and other non-farm calorie sources. Plan this from the start of a colony — planting a single seed in a Farm Tile puts the goal out of reach for that attempt, so a dedicated save is the sane approach.
For five cycles, Auto Sweepers must complete more deliveries to machines than your Duplicants do. Blanket your production areas in Auto Sweepers and Conveyor infrastructure so machines are fed automatically, and cut down the manual supply errands Duplicants are doing. The fewer hand-delivery jobs available, the easier the ratio is to hold.
Every single Duplicant, every cycle, for ten consecutive cycles, must do at least one chore while wearing an Exosuit. That means enough suits and Exosuit Docks for the whole colony, and errand routing that forces everyone through a suit checkpoint. The usual approach is to gate the working areas behind Exosuit Docks so suits are worn by default. One idle Duplicant on one cycle resets the streak.
Each of these is a specific room type with its own size and contents requirements, and all eight must exist in the same colony simultaneously. Use the in-game room overlay to confirm each one is actually registering as the intended room — a room that fails its requirements shows as unrecognised and will not count. Build them one at a time and verify each on the overlay before moving on.
6K is far below anything the base game hands you naturally, so this is a deliberate cooling engineering project rather than something you stumble into. It demands a heat-deletion setup capable of taking a target building down to near absolute zero and holding it there. Treat it as an end-game thermodynamics challenge — the exact optimal build is a matter of ongoing community debate, so check a current community guide for a proven design.
Nature Reserves are a room type built around unspoiled natural tiles and plants, and they improve morale. You need four of them in the colony at once. Preserve pockets of untouched biome instead of mining everything out — it is much easier to leave a natural area intact and wall it off than to rebuild one later.
Cumulative power generation, counting only sources outside those four. That pushes you onto clean generation. Build out that clean capacity as your main grid rather than a token side setup, and the total accrues over many cycles. Running a banned generator does not void the achievement, it just does not contribute — but switching them off entirely makes progress much faster.
Smooth Hatches are the morph that outputs refined metal, so this needs a dedicated Smooth Hatch ranch: get the morph, keep the stable groomed and fed the right diet so they keep producing, and let the output accumulate to 10 tonnes. This is a long passive grind once the ranch is stable — the work is in setting up reliable ranching, not in the waiting.
Requires researching the entire tree, including the later tiers that need advanced research buildings and their specific data inputs. Keep researchers assigned permanently and keep the research buildings supplied. This is a natural side effect of a long-running colony, so it usually completes on the way to the space game rather than as a separate goal.
One of the game's Imperative objectives — open the Colony Imperatives panel in-game and read the exact requirements it lists for Colonize, then work through them. Trigger not verified here in detail: follow the in-game objective text, which states the current criteria precisely, rather than an outside description.
You need to establish a presence on a second world that has no teleporter link, and construct a launchpad there. That means shipping Duplicants and materials out by rocket first and setting up enough life support on arrival to build. Effectively a checkpoint in the interplanetary phase of the game.
Cumulative radbolt travel distance. Build a radbolt setup and let it fire continuously — longer flight paths cover the distance faster, so a long run between emitter and target racks up kilometres far quicker than a short one. Once it is automated, this fills passively over many cycles.
A crewed rocket has to stay in space for ten consecutive cycles with every Duplicant on board holding morale of 25 or higher. Morale in a cramped rocket is the whole problem — you need the crew's morale sources to travel with them and their skill-driven morale expectations kept low enough to clear the bar. Pick low-skilled Duplicants for the trip and load the rocket with quality food and amenities.
A tight time-limited restriction: 400,000 calories specifically from critter meat, all before cycle 100. That requires aggressive meat production from very early in the colony, which in practice means committing to ranching or hunting from the first cycles rather than a plant-based food base. Plan the run from the start — you cannot retrofit this onto an existing colony past cycle 100.
One of the game's late Imperative objectives. Open the Colony Imperatives panel and follow the Escape requirements exactly as the game states them. Trigger not verified here in detail — use the in-game objective text, which is authoritative and updates with the current version.
Beetas defend their hive, so the challenge is harvesting the Uranium while avoiding any sting on your Duplicant. The safe approach is to not have a Duplicant exposed to the Beetas at the moment of extraction. Exact current mechanics for a sting-free harvest are not verified here — check a recent community guide, since critter behaviour has been tuned across updates.
The Research Reactor has to be kept running at full capacity for five consecutive cycles, which means uninterrupted fuel supply and enough cooling to keep it from going out of control. Automate both the feed and the cooling before you attempt the streak — a manual supply chain will drop below full capacity and reset it.
Gassy Moos live in a specific biome type and are tamed like other critters, by bringing them into a stable environment you control and grooming them. Finding one requires exploring to the biome where they live. Once you have access, the taming itself follows normal ranching rules.
An end-game space objective: every world in your star map cluster needs a landing. That is a large rocket logistics programme — fuel, oxidizer, range upgrades and enough payload to reach the outer destinations. Work outward from the nearest worlds and upgrade rocket range as you go.
Bionic Duplicants accept booster upgrades, and this needs eight installed on one of them. You need the Bionic content available in your save and a supply of the boosters, then apply all eight to the same Duplicant rather than spreading them across the colony.
Every default critter species — default morphs only, so the specialised morphs do not substitute for the base species. That means finding each species somewhere on your asteroid or cluster and taming it. Build a broad set of stables with the right environments, since several species need specific temperatures or atmospheres to survive. This is one of the longest completion goals in the game.
A late Imperative objective. Open the Colony Imperatives panel in-game and work through the Defense requirements exactly as listed. Trigger not verified here in detail — follow the in-game objective text rather than an outside summary.
A million kilograms harvested from points of interest in space. This is a logistics grind rather than a difficulty spike: build a fleet of mining rockets on automated round trips to POIs and let them run. Once the loop is automated the total accrues passively, but it takes a very long time, so set it up as early in your space programme as you can.
A late Imperative objective built around uncovering the past. Open the Colony Imperatives panel and follow the Exploration requirements as the game lists them. Trigger not verified here in detail — use the in-game objective text.
You need at least one seed of every plant that can mutate, successfully analyzed. That means collecting the full set of mutatable plant seeds and running each through analysis. The blocker is usually acquiring seeds for the rarer plants, which requires exploring beyond your starting world.
A late Imperative objective about securing your colony's industrial power future. Open the Colony Imperatives panel and follow the Power requirements exactly as stated in game. Trigger not verified here in detail — the in-game objective text is authoritative.
The Data Miner must be operating at its maximum efficiency at the moment it produces a Data Bank, so it is not enough to simply run one — the conditions that drive its efficiency have to be maxed out first. Check the building's in-game tooltip for what is currently limiting its efficiency and resolve each factor before the output completes.
A scenario challenge: after the Demolior collision event, the colony must survive a further 100 cycles. The collision is catastrophic, so success depends on what you prepared beforehand — sealed backup living space, stockpiled food and independent oxygen and power that can survive the impact. Exact event mechanics are not verified here; see a current community guide for a proven preparation.
This is about recruiting one specific unique Duplicant described as the only freediver in the universe. Trigger not verified here — the Steam description does not state where the recruitment happens, and guessing at it would be wrong more often than right. Check a current community guide for the exact location and conditions.











