• Announcements

    • JoeW

      Oxygen Not Included - Early Access Coming May 18   05/03/2017

      Oxygen Not Included Entering Early Access First off, we would like to extend a major thanks for the amazing community response to the Oxygen Not Included Alpha. When we released the game on the forums we'd hoped for a few dozen people to try it out and give feedback, but instead over a hundred thousand of you played the game. This was the best surprise we could have received. We're now excited to announce that Oxygen Not Included will be entering Steam Early Access on May 18th. It will cost $24.99, and anyone who owns an existing Klei game on Steam will receive a 20% loyalty discount. Players who purchased Oxygen Not Included in Alpha will not need to purchase the game again. Upcoming Agricultural Upgrade Additionally, we have been working with a handful of dedicated members of the community over the last few weeks to test an experimental build branch in preparation for Early Access. These players have been working with us to provide feedback on the new Agricultural Update content, and we're happy to say it's now in a place where we are ready to share with you all. It will be released on May 18th along with Early Access. Join us on the livestream!
      We'll be showing off the Agricultural Upgrade today at 3:30PDT! Come check us out on Twitch: http://twitch.tv/kleientertainment
        Check out the official post for more details!

GaryChildress

Registered Users
  • Content count

    7
  • Joined

  • Last visited

Everything posted by GaryChildress

  1. Yeah, I've been pretty much digging out the entire starting area from the get go. By the time I'm finished with it the algae is pretty much gone. guess I'll change that strategy. Thanks for the pointer.
  2. Love this game enormously! One drawback that is kind of annoying, though, is the "shuffle" option in the beginning while choosing duplicants. It's sort of frustrating to shuffle through some duplicants until I find just the right combination, then start the game only to find myself in a really crappy setup with the terrain. So I exit out of the game and go through all the rigamarole of shuffling through just the right combination of duplicants again. Sometimes it could be hours before I get the right starting combination that I'm looking for. It would be one thing if it actually enticed me to play the cards I'm dealt but the incentive seems to be to spend an inordinate amount of time trying to get just the right setup of duplicants and starting world before playing this wonderful game. Why not cut to the chase and allow us to choose duplicant starting traits for ourselves? Give us maybe 15 points per duplicant to start with or something and allow us to allocate those points as we wish toward, creativity, learning, athletics, etc.. Then we can spend less time trying to come up with a good setup and more time playing this wonderful game. Just my thoughts...
  3. I haven't gotten to any of the other biomes yet. I usually start to run out of algae for oxygen before I branch out that far. That's why I've been deleting games where I don't see much algae to get me started. Of course I'm still learning the game so maybe I'm doing something wrong.
  4. Is there a way to tell your peeps to eat certain items first? For example when I store freshly harvested meal lice, I'd rather convert them into the loafs because it's a more efficient use of calories. However, if I have both lice and loafs in the storage bin, the characters always seem to eat the lice first. I'd rather it be the other way around.