$14.99Oxygen Keep the last breath flowing
Humanity is down to its last breaths, and the machine that breathes for it is yours. Oxygen is a survival city builder where you raise a settlement around the Oxygen Center, stockpile against frosts, droughts and deadly winds, and keep the power flowing. If the generator stops, so does everyone.
Is Oxygen worth it?
Oxygen is worth it if…
- you like survival city builders where one machine, not one villain, is the threat
- you enjoy stockpiling ahead of frosts, droughts and storms and watching the plan hold
- you want a colony where education and trust matter as much as coal
- you prefer tuning your own difficulty, from gentle to punishing
- you can live without a story campaign: the goal is the city itself
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The machine that keeps everyone alive
Everything starts with the Oxygen Center. It makes oxygen by electrolysis of underground water, and electrolysis needs electricity, and electricity means coal. Feed it steadily and your city lives. Let the power dip and the air runs out.
That single dependency shapes every decision. Coal is reliable but finite, and the game pushes you toward sustainable sources over time. You weigh a new coal plant against wind and solar, knowing a storm can double your energy use without warning. One bad night of planning and the thing keeping two hundred people breathing goes quiet.
A world that actively wants you dead
The disasters here are not weather flavor. Deadly winds raise the toxic gas concentration, and anyone caught outside in it gets sick. Crack explosions open new fissures that leak poison but also hold energy you can extract. Droughts and frosts cut off the lakes and rivers your people drink from and fish from.
The counter is stockpiling. Before a frost, you fill warehouses with water and food. Before a wind, you bank energy and keep everyone under oxygen supply. Each disaster asks you to change the settlement's priorities, so there is rarely a quiet stretch where nothing needs doing.
Leading people worth leading
Your settlers are not just labor units. An uneducated, unmotivated worker runs at a fraction of full productivity, so investing in people pays off like any building does. Schools, decent living conditions and research raise confidence and education, and educated settlers work several times harder than their parents did.
There is a catch, and it is the vote of confidence. Once a year your people judge you on comfort, buildings, research, quests and the trees you have grown. Miss the target and a tenth of your population walks out the gate. It is a slow, patient game about earning trust as much as producing goods.
Room to plan a city
For city builder fans, the pleasure here is layout under pressure. Buildings placed stay placed, so every road, warehouse and housing block is a commitment. You learn to cluster production near storage, tuck homes around oxygen-producing trees, and keep walking distances short, because a long commute in toxic wind is a one-way ticket to the hospital.
There are five maps with their own challenges, adjustable difficulty from casual up to a sandbox Build mode with all research unlocked, and full custom settings for colonist count, tasks and production speed. You can tune the world to be exactly as harsh as you want it.
A colony with a clock ticking over it
As a colony sim, Oxygen runs on generations. Settlers age, children take a long time to grow into workers, and the yearly confidence vote decides whether anyone stays. Births barely outpace deaths, so a colony can look full while its workforce quietly shrinks.
Your job is to keep the pipeline going: assign workers where they are needed, keep the sick from spreading disease, educate the young, and complete the tasks that earn trust. Stories come from what goes wrong, and here what goes wrong is usually arithmetic. Too few adults, too many children, one drought away from a bad year.
Scavenging the old world
The wasteland is stocked, just not generously. Signal towers reveal points of interest around your settlement, and you send teams out to explore ruins and abandoned areas, collecting materials and rescuing survivors who join your city. Expeditions cost canned food and water, and the sites are finite, so early scavenging is how you afford the tech that makes you self-sufficient later.
There is a quieter kind of salvage too: the dead trees scattered across the map. Revive them, dome them, and they produce oxygen for the buildings clustered around them. A green pocket in a gray world, built one sapling at a time.
What should you know before starting?
Can you play it solo?
Yes, it is a singleplayer game only. You run the whole settlement alone, and the difficulty is built around that: five preset levels from casual to a research-unlocked Build mode, plus custom settings for colonists, tasks and production speed. There is no multiplayer to lean on, so every decision about power, food and people is yours.
Is there a story or an ending?
No. There is a detailed backstory about the volcanic cracks that emptied the air, and tasks that push your progress, but no campaign and no win condition. The game is about growing and sustaining the settlement for as long as you find it interesting. If you need a narrative finish line, this one will not provide it.
How long does a playthrough last?
Longer than most colony sims of this type. Research is slow to accumulate, children take roughly a year and a half of game time to become workers, and the game runs on yearly cycles rather than days. Expect to spend dozens of hours on one settlement, with time controls and pausing to keep the pace in your hands.


























