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Oxygen Not Included
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Oxygen Not Included — Achievement Walkthrough

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At a glance
Difficulty10/10
Missable
ℹ️ These are auto-generated quick tips — a starting point, not gospel. Spotted a mistake? Add a community tip on the game page or write a community guide — player-written guides are our most reliable source.
One Bed One Bath
Have at least one bed and one toilet for each Duplicant in the colony. · 70.8% of players
~Under an hour
Build one Cot/Comfy Bed and one toilet per Duplicant.

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.

Outdoor Renovations
Construct a building outside the initial starting biome. · 51.9% of players
~Minutes
Place any building outside your starting biome.

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.

To Pay the Bills
Use a Duplicant's Skill Points to buy out an entire branch of the Skill Tree. · 51.6% of players
~A few hours
Buy every skill in one full branch of the Skill Tree on a single Duplicant.

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.

It's Not Raw
Have a Duplicant eat any cooked meal prepared at an Electrical Grill or Gas Range. · 44.9% of players
~Under an hour
Have a Duplicant eat a meal cooked at an Electrical Grill or Gas Range.

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.

Good Egg
Hatch a new critter morph from an egg. · 42.7% of players
~A few hours
Hatch any critter egg into a new morph.

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.

Royal Flush
Replace all the Outhouses and Wash Basins in your colony with Lavatories and Sinks. · 35.5% of players
~A few hours
Replace every Outhouse and Wash Basin with Lavatories and Sinks.

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.

They Got Better
Cure a sick Duplicant of disease. · 32.1% of players
~A few hours
Cure any sick Duplicant.

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.

Oxygen Not Occluded
Distribute 1000kg of Oxygen using gas vents. · 30.2% of players
~A few hours
Push 1000kg of oxygen through gas vents.

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.

Red Light, Green Light
Automate a building using sensors or switches from the Automation tab in the Build Menu. · 27.0% of players
~Under an hour
Automate any building with a sensor or switch.

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.

Ghosts of Gravitas
Recover a Database entry by inspecting facility ruins. · 23.8% of players
~A few hours
Inspect facility ruins to recover a Database entry.

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.

Turn of the Century
Reach cycle 100 with at least one living Duplicant. · 22.7% of players
~A few hours
Reach cycle 100 with a Duplicant still alive.

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.

Slick
Enter an oil biome for the first time. · 14.9% of players
~A few hours
Reach an oil biome.

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.

Art Underground
Have a Duplicant with the Masterworks skill paint a Masterpiece quality painting. · 11.8% of players
~A few hours
Have a Masterworks-skilled Duplicant paint a Masterpiece painting.

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.

One Year, to be Exact
Reach cycle 365.25 with a single colony. · 8.2% of players
~A few hours
Reach cycle 365.25 in a single colony.

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.

And Nowhere to Go
Have 8 Duplicants wear non-default clothing simultaneously. · 8.0% of players
~A few hours
Have 8 Duplicants wearing non-default clothing at once.

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.

No Place Like Clone
Have at least 20 living Duplicants living in the colony at one time. · 6.7% of players
~A few hours
Have 20 living Duplicants at once.

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.

Pulling Back The Veil
Reveal 80% of map by exploring outside the starting biome. · 6.6% of players
~A few hours
Reveal 80% of the map.

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.

Totally Tubular
Have Duplicants travel 10,000m by Transit Tube. · 6.3% of players
~A few hours
Have Duplicants travel 10,000m by Transit Tube.

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 For What?
Perform 100 Tune Ups on power generators. · 5.9% of players
~A few hours
Perform 100 generator Tune Ups.

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.

First Teleport of Call
Teleport a Duplicant and defrost a Friend on another world. · 5.7% of players
~Many hours
Teleport a Duplicant to another world and defrost a Friend there.

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.

Space Race
Launch your first rocket into space. · 5.6% of players
~Many hours
Launch your first rocket.

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.

Immovable Object
Block a meteor from hitting your base using a Bunker Door. · 5.2% of players
~Many hours
Block a meteor with a Bunker Door.

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.

Locavore
Have Duplicants consume 400,000kcal of food without planting any seeds in Planter Boxes, Farm Tiles, or Hydroponic Farms. · 4.0% of players
~Many hours
Eat 400,000kcal without planting seeds in Planter Boxes, Farm Tiles or Hydroponic Farms.

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.

Easy Livin'
Have Auto Sweepers complete more deliveries to machines than Duplicants over 5 cycles. · 3.7% of players
~Many hours
Have Auto Sweepers out-deliver Duplicants over 5 cycles.

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.

Job Suitability
For 10 cycles in a row, have every Duplicant in the colony complete at least one chore while wearing an Exosuit. · 3.7% of players
~Many hours
For 10 straight cycles, have every Duplicant complete a chore in an Exosuit.

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.

Get a Room
Build at least one of each of the following rooms in a single colony: A Nature Reserve, a Hospital, a Recreation Room, a Great Hall, a Bedroom, a Washroom, a Greenhouse and a Stable. · 3.4% of players
~Many hours
Build a Nature Reserve, Hospital, Recreation Room, Great Hall, Bedroom, Washroom, Greenhouse and Stable in one colony.

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.

Not 0K, But Pretty Cool
Reduce the temperature of a building to 6 Kelvin. · 3.1% of players
~Many hours
Cool a building to 6 Kelvin.

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.

Some Reservations
Improve Duplicant Morale by designating 4 areas as Nature Reserves. · 2.9% of players
~A few hours
Designate 4 Nature Reserves.

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.

Super Sustainable
Generate 240,000kJ of power without using coal, methane, petrol or wood generators. · 2.8% of players
~Many hours
Generate 240,000kJ without coal, methane, petrol or wood generators.

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.

Down the Hatch
Produce 10 t of refined metal by ranching Smooth Hatches. · 2.8% of players
~Many hours
Produce 10 t of refined metal by ranching Smooth Hatches.

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.

Honorary Doctorate
Unlock every item in the Research Tree. · 2.7% of players
~Many hours
Unlock every item in the Research Tree.

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.

Home Sweet Home
Establish your permanent home by fulfilling the requirements of the Colonize Imperative. · 2.3% of players
~Many hours
Complete the Colonize Imperative.

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.

Soft Launch
Build a launchpad on a world without a teleporter. · 2.3% of players
~Many hours
Build a launchpad on a world without a teleporter.

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.

Radical Trip
Have radbolts travel a cumulative 10 km. · 2.3% of players
~Many hours
Have radbolts travel 10 km in total.

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.

Morale High Ground
Have all Duplicants in a rocket survive in space for 10 cycles in a row with a morale of 25 or higher. · 1.8% of players
~Many hours
Keep all Duplicants in a rocket at 25+ morale for 10 cycles in space.

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.

Carnivore
Have Duplicants eat 400,000kcal of critter meat before the 100th cycle. · 1.7% of players
~Many hours
Eat 400,000kcal of critter meat before cycle 100.

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.

The Great Escape
Ensure your colony's legacy by fulfilling the requirements of the Escape Imperative. · 1.6% of players
~Many hours
Complete the Escape Imperative.

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.

Sweeter Than Honey
Extract Uranium from a Beeta hive without getting stung. · 1.5% of players
~Many hours
Extract Uranium from a Beeta hive without being stung.

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.

That's Rad!
Run a Research Reactor at full capacity for 5 cycles. · 1.0% of players
~Many hours
Run a Research Reactor at full capacity for 5 cycles.

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.

Moovin' On Up
Find and tame a Gassy Moo. · 0.9% of players
~Many hours
Find and tame a Gassy Moo.

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.

Cluster Conquest
Land dupes or rovers on all worlds in the cluster. · 0.8% of players
~Many hours
Land Duplicants or rovers on every world in the cluster.

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.

Most Valuable Bionic
Install 8 boosters in a single Bionic Duplicant. · 0.8% of players
~Many hours
Install 8 boosters in a single Bionic Duplicant.

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.

Critter Whisperer
Find and tame one of every critter species in the world. Default morphs only. · 0.7% of players
~Many hours
Tame one of every default critter morph.

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.

Blast Line of Defense
Escape extinction by fulfilling the requirements of the Defense Imperative. · 0.7% of players
~Many hours
Complete the Defense Imperative.

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.

Mine the Gap
Mine 1,000,000kg from space POIs. · 0.5% of players
~Many hours
Mine 1,000,000kg from space POIs.

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.

Cosmic Archaeology
Uncover the past to secure your future by fulfilling the requirements of the Exploration Imperative. · 0.5% of players
~Many hours
Complete the Exploration Imperative.

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.

GMO A-OK
Successfully analyze at least one seed of all mutatable plants. · 0.4% of players
~Many hours
Analyze a seed of every mutatable plant.

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.

Full Steam Ahead
Secure your colony's industrial future by fulfilling the Power Imperative. · 0.3% of players
~Many hours
Complete the Power Imperative.

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.

Data Driven
Produce a Data Bank using a Data Miner operating at maximum efficiency. · 0.3% of players
~Many hours
Produce a Data Bank from a Data Miner at maximum efficiency.

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.

The Lab: Life Found A Way
Survive 100 cycles after Demolior collides with your colony. · 0.2% of players
~Many hours
Survive 100 cycles after Demolior collides with your colony.

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.

Better Together
Recruit the only freediver Duplicant in the universe to your colony. · 0.2% of players
~Many hours
Recruit the freediver Duplicant.

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.

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