

The point is that mods add the additional fun, challenge, and replayability that games of the base-building and survival genres desperately need.

You may already know how to create a thriving space colony in vanilla Oxygen Not Included, but what if one of your dupes is actually a double-agent working to sabotage your base? How will you react when you accidentally uncover a Xenomorph? Or maybe the game is just more fun with Nicolas Cage's face stamped on almost every visible surface. What breaks up this formula - and consequently keeps even veteran players coming back - are the additional mechanics/challenges/silliness provided by mods. There's some variance, of course, but the formula for success is too often the same. Players can always start a fresh save, of course - but once you know the strategy for constructing the perfect base, it often becomes a matter of simply going through the exact same steps as last time until you've once again obtained a self-sufficient colony. The inherent problem with survival and colony management games is that players inevitably reach total self-sufficiency - the point where all the players' needs are met in excess by their farms, factories, etc. This flaw is an unfortunately common one. Mods are.ĭespite ONI's largely glowing Steam reviews, a recurring complaint is that there's little motivation to play once food, oxygen, and heat are under control (feats that can be accomplished quickly if you know what you are doing).

And while knowing how to say "I want better decor" in German is sure to be useful someday, language packs are not the type of content that will keep players interested in the game long post-launch. As a quick glance through the game's Steam workshop will tell you, the only mods currently available for Oxygen Not Included are language packs.
