Oxygen Not Included Codexery

Duplicant Colony

A colony of clones, one impossible mission, and the thin line between survival and catastrophe.

The Duplicant Colony is the beating heart of Oxygen Not Included: a collective of cloned individuals, each a fresh copy of a specific species, deployed to the alien world of Planet 551 with one directive — find a way home to Earth. The player, operating as an unseen mission control, oversees every breath, every meal, and every mood swing across the group. There is no single protagonist; the colony itself is the character, and its survival depends on the player's ability to build a self-sustaining ecosystem in a rock that was never meant to hold one.

What makes the colony feel less like a spreadsheet and more like a small, stubborn society is the individuality of each Duplicant. They befriend, bicker, fall in love, and grieve. They get sick, get bored, get cold. Managing them is as much about reading a room as it is about balancing oxygen flow and caloric intake.

Type
Colony / Group entity (player-managed)
Setting
Planet 551 (alien world, subsurface)
Objective
Establish a viable return path to Earth
Managed by
Player, acting as off-screen mission control
Composition
Multiple Duplicant species, deployed in waves
Progression
Milestone-gated unlocks (new species, tools, infrastructure)
Status
Ongoing, player-directed

Lore & Background

The Duplicants were never born on Planet 551. They are manufactured, shipped in, and activated — each one a clean slate in a biology that is fundamentally mismatched with the world around it. The planet's atmosphere is thin, its temperatures swing wildly by depth, and its natural resources are scattered across biomes that no single species can exploit alone. The colony, therefore, is not a population in the traditional sense; it is an engineered assemblage, a patchwork of species chosen to cover each other's dietary and environmental gaps.

The organization behind the mission is deliberately opaque. The player receives instructions, unlocks, and occasional flavor text, but the face behind the transmission is never fully revealed. This ambiguity is part of the game's quiet tension: you are building a society for people who were made by someone you will never meet, on a world that wants them to suffocate.

Progression is measured in milestones, each one a small victory that also raises the stakes. Unlocking a new species means a new set of needs to satisfy. Building a deeper level means new temperature extremes to manage. The colony grows, and with it, the number of ways it can fail grows faster. The lore never fully explains why Earth needed a colony this far from home, and that unanswered question hangs over every airlock and every oxygen tank.

In Their Own Story

The first Duplicant to step off the transport pod felt the alien air press against skin that was never meant for it. The sky beyond the observation glass was a bruised violet, streaked with clouds that drifted so slowly they looked almost solid. Earth was a speck up there, barely distinguishable from the rest of the field, and the weight of the mission settled into her bones like cold water.

Behind her, the colony was already growing in the dark. Airlocks cycled with a soft hydraulic sigh. Copper pipes threaded through the rock, carrying oxygen to rooms that hadn't been dug yet. Somewhere below, a fish Duplicant paddled through a carefully maintained tank, clicking at the glass. A cat Duplicant sat on a small bed, staring at nothing, waiting to be played with. A chicken Duplicant pecked at a seed tray with the focused intensity of a tiny, feathered engineer.

She picked up a wrench. The colony was small, fragile, and entirely dependent on the hand that guided it from the other side of the void. There was work to do, and the rock was patient, and the air was thin, and none of that mattered as long as the next breath came.

Reader's Guide

Duplicant (Human): The baseline species. No dietary restrictions — can consume any prepared food. Standard movement and work speed. No unique abilities, but also no unique vulnerabilities beyond the shared needs of oxygen, temperature, and morale. The most flexible choice for early-game tasks.

Duplicant (Cat): Can consume raw fish, a food source unavailable to most other species. Requires a play toy or dedicated play area to maintain morale; neglecting this need causes a steady mood decline. Sleeps in cat-specific beds. Slightly altered movement profile compared to the human baseline.

Duplicant (Fish): Strictly aquatic. Cannot survive in air and will begin losing health quickly if exposed. Must be housed in water-filled rooms with a circulation system. Consumes fish food. Cannot perform most land-based labor tasks, making them a specialist rather than a generalist.

Duplicant (Lizard): Can consume insects and bugs, opening an alternative food chain. Generally exhibits a faster movement speed than the human baseline. Tends to perform well in warmer temperature bands. A solid pick for bug-farming colonies.

Duplicant (Chicken): Can consume seeds and grains. Produces eggs as a renewable, low-effort food source, reducing the colony's dependence on meat or root crops. Smaller physical size. Less suited to heavy or high-output labor compared to the human baseline.

Note: Exact numerical bonuses and penalties vary by species and are best verified in-game, as values can shift with updates. The qualitative strengths and restrictions above reflect the core design identity of each type.

Did You Know?

More in Duplicants & Species

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