Oxygen Not Included Codexery

Desert

Sun-bleached sand and easy digging—the gentle first breath of a struggling colony.

The Desert is the topmost biome in the Oxygen Not Included cross-section, serving as the default starting layer for every new colony. It is a warm, arid stratum of loose sand, gravel, and scattered dirt that sits directly beneath the open sky and above the deeper cave systems. For new Duplicant crews, it is where they first learn to dig, filter air, and keep their colony breathing.

Despite its deceptively gentle appearance, the Desert is a resource-rich but water-poor environment. Its sand is the primary feedstock for glass production, and its loose geology makes early excavation fast and forgiving. It sets the tone for the colony: manageable, sun-baked, and quietly demanding of careful planning before the Duplicants descend into far less forgiving depths.

Type
Biome (topmost layer in cross-section)
Primary material
Sand
Processing yield
Glass (sand melted in a furnace)
Temperature character
Mild / warm (non-extreme)
Atmosphere
Nitrogen-dominant with trace oxygen and CO₂
Difficulty tier
Beginner / introductory
Position
Uppermost stratum, directly beneath the surface

Lore & Background

In the geological surveys that preceded the first colony landings, the Desert stratum was catalogued as the most accessible layer of the planet's crust. Its particulate composition—fine silica grains, angular gravel, and pockets of compacted dirt—makes it trivially easy to excavate with basic tools, which is precisely why mission planners designated it as the default starting zone. Duplicants can carve out their first living quarters here within a single shift without risking structural collapse or toxic gas pockets.

The sand itself is the biome's crown jewel. When fed into a furnace at sufficient temperature, it liquefies and solidifies into glass, the material that underpins every window, filter housing, and storage tank a growing colony will need. This single processing chain—dig sand, melt sand, build glass—forms the economic backbone of the early game and the reason the Desert is never truly abandoned, even as the colony's ambitions carry it kilometers underground.

What the Desert lacks, however, is water. The thin layer of moisture that does exist is scattered in small, hard-to-reach pockets, and the arid atmosphere saps humidity from any exposed Duplicant over time. Early colonists who underestimate this scarcity find their crew sluggish and dehydrated long before they've cracked the deeper aquifers below. The Desert, in the end, is a lesson in restraint: take what you need, build what you can, and dig deeper before the sun takes too much more.

In Their Own Story

The morning shift bell hadn't even finished ringing when Yara dropped her shovel into the sand and felt the grain shift under her boots like dry rice. Around her, the colony's first three Duplicants worked in a loose semicircle, scooping pale gold sand into the little hopper they'd jury-rigged from a crate and a funnel. The air tasted of nothing—no ozone, no mineral tang, just warm emptiness that dried the inside of her throat with every breath.

"We need more," called Dax, not looking up, his helmet fogging at the edges. "The glass order is three days out."

Yara wiped grit from her visor and stared at the dune wall they'd cut into. Beyond it, the cross-section dropped away into shadow and the faint blue glow of something deep and cold. She could almost feel the pressure building in her chest, the colony's slow, hungry pull downward. But right now, there was only sand, and the furnace was waiting, and the glass had to be made.

She picked the shovel back up. The sun—or whatever passed for sun up here—turned the grains to brief, blinding stars with every stroke.

Reader's Guide

Position & layout: The Desert occupies the very top of the cross-section, directly beneath the open sky and above the Caves layer. It is the first stratum a new colony encounters and the default site for the initial base.

Physical properties: Temperatures are mild and warm, generally in the comfortable range for Duplicants without active cooling. Atmospheric pressure sits near standard (approximately 100 kPa). The gas mix is nitrogen-heavy with small percentages of oxygen and carbon dioxide, so air filtration is straightforward but still necessary to maintain breathable levels as the colony grows.

Resources & processing: The dominant material is sand, which can be excavated with basic tools and fed into a furnace to produce glass. Gravel and dirt are also present in smaller quantities. Water is scarce, appearing only in thin, scattered pockets that require targeted digging. A few hardy plants may dot the surface, offering minimal food or oxygen output.

Hazards: The Desert is the most forgiving biome. The primary risks are water scarcity (leading to dehydration over time) and the slow accumulation of CO₂ from Duplicant respiration in poorly ventilated rooms. Sand dust can clog filters if ventilation is neglected. There are no extreme temperatures, toxic gases, or structural collapse risks at this depth, making it an ideal training ground before descending into the Caves.

Did You Know?

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