Oxygen Not Included Codexery

The Matriarch's Departure

The ship leaves. The rock stays. Your duplicants are on their own now.

The Matriarch's Departure is a story-mode mission in Klei Entertainment's colony-survival game Oxygen Not Included. It marks the pivotal moment in the duplicants' narrative when the guiding intelligence of their colony ship withdraws, leaving the small group of colonists to take full responsibility for their survival on an alien world. The mission transitions the player from a guided, tutorial-adjacent setup into genuine colony management under pressure.

In the broader story arc, this event sets the tone for everything that follows: the duplicants are no longer passengers being ferried to a destination. They are now the operators, the engineers, the life-support crew. Every pipe they lay, every battery they wire, and every drop of water they filter becomes a choice made without a safety net above them.

Type
Story-mode mission
Game
Oxygen Not Included (Klei Entertainment)
Key figure
The Matriarch (colony-ship intelligence)
Setting
Subsurface caverns on an uncharted planet
Player role
Colony overseer / systems manager
Narrative position
Early story mission; transition from guided setup to independent survival

Lore & Background

In the world of Oxygen Not Included, the duplicants are a small cadre of colonists dispatched aboard a colony ship to seed a new world. The Matriarch, the ship's governing intelligence, orchestrates every phase of the voyage—from cryogenic transit through atmospheric entry to the initial surface touchdown. She is the voice in the overhead speakers, the hand that allocates rations and schedules shifts. For the duplicants, she is as much a parent as a pilot.

When the Matriarch's departure sequence initiates, the colony ship completes its delivery and pulls away from the planet. The overhead lights dim to a standby hum. The automated provisioning systems that had been quietly keeping the duplicants fed and hydrated wind down. What remains is a pocket of carved-out rock, a handful of basic machines, and a group of small, wide-eyed colonists who must now keep their own air breathable, their own water drinkable, and their own bodies warm. The Matriarch's final transmission is not a command but a parting: she has done her part, and the rest belongs to them.

For the player, this mission is the emotional and mechanical threshold. The cozy tutorial scaffolding is stripped away. Oxygen is no longer a background assumption; it is a resource that must be generated, routed, and monitored. The duplicants' needs—hunger, thirst, temperature, sanity—shift from occasional prompts to a constant, interlocking web. The Matriarch's absence is felt most in the silence where her scheduling voice used to be. The colony must now run itself, and the player must learn to think in systems rather than in tasks.

In Their Own Story

The last thing Mara heard before the hum faded was the Matriarch's voice, soft and almost apologetic, like a mother tucking in a child who will have to make her own breakfast tomorrow. 'You are ready,' it said, and then the overhead panels went dark one by one, a slow blink of amber to black, and the colony ship's shadow slid away from the planet's surface like a hand withdrawing from a shoulder.

Mara set down her half-eaten ration. Beside her, a younger duplicant stared up at the ceiling as though expecting the lights to come back. They didn't. The air recyclers kept turning—clunk, whoosh, clunk, whoosh—but the rhythm felt different now. Smaller. Like a heartbeat that belonged only to them.

'Right,' Mara said, and picked up her wrench. The rock was cold. The pipes were waiting. And for the first time, nobody was telling them what to do next.

Reader's Guide

Objective: Survive and establish a self-sustaining colony after the Matriarch's departure. The player must ensure all duplicants' needs—oxygen, water, food, and temperature—are met indefinitely.

Starting conditions: A small group of duplicants in a pre-carved pocket of rock. Basic infrastructure is in place (a few air recyclers, a water source, basic power), but it is minimal and not yet sufficient for long-term survival. The colony ship is gone; no external resupply will arrive.

Key triggered events: Early in the mission, the Matriarch's departure sequence plays, and automated support systems (provisioning, scheduling) shut down. Duplicants begin expressing needs more frequently. As the colony grows, new duplicants may arrive or be awakened, increasing demand on every resource.

Win condition: Maintain all duplicants' survival needs (oxygen above critical threshold, water available, food available, temperature within survivable range) for the duration of the mission without any duplicant dying from neglect. The mission completes when the colony reaches a stable, self-sustaining state.

Lose condition: One or more duplicants die due to oxygen depletion, dehydration, starvation, or extreme temperature. The colony is considered lost.

Player response options: Prioritize which duplicants to keep alive if resources are scarce. Decide whether to expand the colony upward or deeper. Choose which machines to build first (oxygen generators, water purifiers, food production). Manage power generation and distribution. Assign duplicants to tasks based on their traits and preferences.

Did You Know?

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