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    • 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!

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  1. This bug has still been around for a while. For those who didn't know, in the RoG DLC, items will begin to smoulder before igniting during Summer. Previously, we were able to right-click to extinguish the smouldering on Chests, but now the only option we get is to open it. We're also no longer able to extinguish it with ice. Currently, the only ways to extinguish the smouldering is via an Ice Flingomatic or an Ice Staff. Personally, I always found the Ice Flingomatic to only have a use around trees or grass and twig farms. Having the option to manually extinguish the flames on my chests again would be fantastic, so the rest won't go up in flames.
  2. For a game with the name don't starve its damn easy not to. i've played for about 6h and i never died because of food. don't get me wrong i've died but only because i'm stupid and want to poke everything that is new...stupid bees. And because there is no hand holding i can't rly tell what is intended,what is exploiting or a bug. like why can you cook berries on an open fire?and even if you would have a pan what exactly do you cook there and why?or why does cooking meat not consume something like a twig? Also has the chest some kind of build in refrigerator because none of the stored food gets bad. The first Trap(s) is damn useless because you don't need it. First you have to build it, place it,put in bait and then wait. nothing wrong with that if you wouldn't be able to just kill the rabbits.You just have to find the hole then click attack on the rabbit and done. i would like something like a diminishing return system it would not only make the character healthier and an educational role model it would also make the game more challenging. The name of the game is Don't Freaking Starve i want every day to think it's my last and be scared to load the game because i might not find enough food and eat my last rotten meat that would bring me to my last HP and a crow should poke me in the head because i smell like dead man and die. ------------------------------ The combat is damn impressive. i have more fun killing stuff then i had in 60h of D3 very responsive and very intuitive. Some parts of gathering feel tedious like chopping a big ass tree feels like it takes yeeeeears. A visual indication like the stones have would help in my opinion. and im not sure but is chopping or mining etc. with a broken tool not dangerous because it might break and hurt you?just sayn risk>reward ----------------------------- And a small question how do i delete my save? i would like to lose all the research done but not the characters that i've unlocked. thx and sry for my English
  3. Okay, so I have a base camp and that's where I keep chests filled with extra items (food, resources, food, log suits, food, and more food). The problem I have is that I keep needing to craft more and more chests. What I find odd is the fact that chests are stationary objects and yet hold only half as much inventory as your character. Why is that? At the very least a chest should be able to store as many items as your character can carry. If this were done then it would dramatically reduce the number of chests we need and allow for more organized storage by virtue of the additional space. The only downside I can see is that this would require a larger pop-up window that would obscure more of the screen, but as this would be temporary I don't see it as a huge issue. Besides we can manually close or move away froma chest in an emergency (where we need to see the screen).