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  3. Oxygen Not Included>
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All 29 Biomes and Their Resources in Oxygen Not Included

Updated on November 1, 2026 (3 days ago)

Oxygen Not Included is a survival game where you dig into asteroids and keep a colony of workers called Duplicants alive. Each asteroid is split into biomes, which are regions with their own temperature, air, materials, plants, and creatures. Where you dig decides what your colony can use and what it has to survive.

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Pack

Base game

11 items

Barren

A life-free mineral biome with iron, coal, granite, and igneous rock.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
-
Main Solid Materials
Iron, Iron Ore, Granite, Igneous Rock, Obsidian, Coal, Abyssalite
Native Plants
-
Native Critters
-
Notable Hazards
No native life in the standard biome; hot core variants can reach 40 to 50 °C.

Forest

A temperate, plant-rich biome with aluminum ore and forest crops.

Typical Temperature
20 to 25 °C
Main Gases and Liquids
Carbon dioxide, oxygen, water
Main Solid Materials
Aluminum Ore, Igneous Rock, Dirt, Oxylite, Phosphorite
Native Plants
Mealwood, Hexalent, Arbor Tree, Mirth Leaf, Oxyfern
Native Critters
Shine Bug, Pip
Notable Hazards
Hot and cold worldgen variants can shift the local temperature substantially.

Tundra

A frozen biome with ice, snow, and rare Wolframite.

Typical Temperature
-46 to -33 °C
Main Gases and Liquids
Carbon dioxide, oxygen
Main Solid Materials
Wolframite, Ice, Snow, Polluted Ice, Granite
Native Plants
Sleet Wheat, Wheezewort
Native Critters
-
Notable Hazards
Severe cold can freeze liquids and cause frostbite; some variants are colder still.

Jungle

A hot, oxygen-poor biome with chlorine, hydrogen, and Dreckos.

Typical Temperature
40 to 50 °C
Main Gases and Liquids
Hydrogen gas, chlorine gas
Main Solid Materials
Iron Ore, Igneous Rock, Sandstone, Algae, Bleach Stone, Coal, Sand
Native Plants
Mirth Leaf, Pincha Pepperplant, Balm Lily
Native Critters
Drecko, Morb
Notable Hazards
Very hot, chlorine-rich air has no breathable oxygen; Duplicants need oxygen support.

Magma

An extremely hot core biome dominated by magma and obsidian.

Typical Temperature
1227 to 1527 °C
Main Gases and Liquids
Magma
Main Solid Materials
Obsidian, Abyssalite
Native Plants
-
Native Critters
-
Notable Hazards
Extreme heat and liquid magma; vent and large-cave variants are cooler than the core.

Marsh

A warm, polluted biome rich in Slime, polluted water, and marsh plants.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Carbon dioxide, polluted oxygen, polluted water
Main Solid Materials
Slime, Clay, Algae, Sand, Sedimentary Rock, Igneous Rock, Gold Amalgam
Native Plants
Thimble Reed, Buddy Bud, Dusk Cap
Native Critters
Pacu, Puft
Notable Hazards
Slimelung can spread from infected Slime; polluted oxygen is common.

Ocean

A warm biome with large salt-water pools, sand, and Pokeshells.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Salt water, carbon dioxide; brine in some variants
Main Solid Materials
Salt, Sand, Sedimentary Rock, Fossil, Bleach Stone
Native Plants
Waterweed, Pincha Pepperplant
Native Critters
Pokeshell
Notable Hazards
Deep salt-water pools can create drowning risk and make travel difficult.

Oily

A hot biome with Crude Oil, Lead, Slicksters, and Sporechids.

Typical Temperature
50 to 100 °C
Main Gases and Liquids
Crude oil, carbon dioxide
Main Solid Materials
Lead, Iron Ore, Fossil, Diamond, Granite, Igneous Rock
Native Plants
Jumping Joya, Sporechid
Native Critters
Slickster
Notable Hazards
Heat can scald Duplicants; Sporechids release Zombie Spores.

Rust

A cold, rust-filled biome with Nosh Sprouts and Dasha Saltvines.

Typical Temperature
-16 to 7 °C
Main Gases and Liquids
Carbon dioxide, chlorine gas, ethanol; sour gas and salt water in variants
Main Solid Materials
Rust, Iron Ore, Bleach Stone, Salt, Sulfur, Mafic Rock, Obsidian
Native Plants
Nosh Sprout, Dasha Saltvine, Wheezewort
Native Critters
Drecko, Squeaky Puft (variant-dependent)
Notable Hazards
Cold temperatures can freeze liquids; temperature varies across biome variants.

Sandstone

A common early-game biome with Copper Ore, Sandstone, Coal, and food plants.

Typical Temperature
20 to 25 °C
Main Gases and Liquids
Carbon dioxide, oxygen, water
Main Solid Materials
Copper Ore, Sandstone, Granite, Igneous Rock, Coal, Algae, Dirt, Sand
Native Plants
Mealwood, Bristle Blossom, Bluff Briar
Native Critters
Hatch, Shine Bug
Notable Hazards
Generally temperate; hot desert and cold start variants also occur.

Space

The vacuum biome beyond the asteroid surface, with Regolith and occasional Shove Voles.

Typical Temperature
-73 to -46 °C
Main Gases and Liquids
Vacuum; exposed gases and liquids are lost
Main Solid Materials
Regolith, Granite, Igneous Rock, Mafic Rock, Rust
Native Plants
-
Native Critters
Shove Vole (surface variants)
Notable Hazards
Vacuum prevents breathing and removes exposed gases and liquids; meteor showers can strike the surface.

Pack

Spaced Out!

8 items

Aquatic

A deep-water biome on the Water Asteroid with Graphite and Lime.

Typical Temperature
25 to 50 °C (varies by depth)
Main Gases and Liquids
Water, oxygen, carbon dioxide
Main Solid Materials
Graphite, Lime, Igneous Rock, Fossil
Native Plants
-
Native Critters
-
Notable Hazards
Deep water makes traversal difficult and may require Atmo Suits.

Metallic

A temperate biome rich in metal ores, including Gold Amalgam.

Typical Temperature
20 to 25 °C
Main Gases and Liquids
-
Main Solid Materials
Cobalt Ore, Gold Amalgam, Aluminum Ore, Igneous Rock, Coal, Dirt, Oxylite
Native Plants
-
Native Critters
-
Notable Hazards
Colder variants also occur.

Moo

A frigid biome with Gas Grass, Gassy Moos, and chlorine.

Typical Temperature
-46 to -33 °C
Main Gases and Liquids
Liquid chlorine, natural gas
Main Solid Materials
Bleach Stone, Regolith, Solid Carbon Dioxide, Solid Chlorine, Granite, Igneous Rock
Native Plants
Gas Grass
Native Critters
Gassy Moo
Notable Hazards
Extreme cold can freeze chlorine; the biome has little or no breathable oxygen.

Niobium

An extremely hot biome that contains Niobium veins encased in Obsidian.

Typical Temperature
1227 to 1527 °C
Main Gases and Liquids
-
Main Solid Materials
Niobium, Obsidian, Abyssalite
Native Plants
-
Native Critters
-
Notable Hazards
Extreme heat makes access dangerous without strong insulation and cooling.

Radioactive

A cold radioactive biome with Uranium Ore, Beetas, and specialized plants.

Typical Temperature
-46 to -33 °C
Main Gases and Liquids
Carbon dioxide; chlorine gas and liquid chlorine in some variants
Main Solid Materials
Uranium Ore, Wolframite, Ice, Snow, Sulfur, Bleach Stone, Solid Carbon Dioxide, Solid Chlorine
Native Plants
Wheezewort, Saturn Critter Trap, Tranquil Toes
Native Critters
Shine Bug, Beeta
Notable Hazards
Radiation and severe cold; Beetas can sting Duplicants.

Regolith

A surface biome dominated by Regolith and inhabited by Shove Voles.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Oxygen in some variants; often sparse
Main Solid Materials
Regolith, Iron Ore, Mafic Rock, Rust, Ice, Crushed Ice
Native Plants
Wheezewort
Native Critters
Shove Vole
Notable Hazards
Shove Voles can consume stored food and burrow through the surface; cold variants occur.

Swampy

A polluted but germ-free biome with Mud, Bog Buckets, and Plug Slugs.

Typical Temperature
20 to 25 °C
Main Gases and Liquids
Polluted oxygen, polluted water, carbon dioxide
Main Solid Materials
Cobalt Ore, Mud, Polluted Mud, Polluted Dirt, Sedimentary Rock, Fossil, Phosphorite
Native Plants
Swamp Chard, Bog Bucket, Mellow Mallow
Native Critters
Pacu, Plug Slug (juvenile Plug Sluglets)
Notable Hazards
Polluted materials can off-gas and natural tiles can conceal polluted-water pools; this biome has no germs in its standard worldgen.

Wasteland

A temperate biome with Grubfruit plants, Divergent critters, and varied minerals.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Oxygen
Main Solid Materials
Copper Ore, Igneous Rock, Mafic Rock, Sandstone, Sucrose, Sulfur, Oxylite, Sand
Native Plants
Bliss Burst, Spindly Grubfruit Plant
Native Critters
Sweetle, Grubgrub (Divergent variants)
Notable Hazards
Some variants are cold; Sweetles and Grubgrubs can consume plant resources.

Pack

The Frosty Planet Pack

3 items

Cool Pool

A frigid biome with Ethanol pools, Iron Ore, and Plume Squash.

Typical Temperature
-46 to -33 °C
Main Gases and Liquids
Ethanol, oxygen, carbon dioxide
Main Solid Materials
Iron Ore, Ice, Igneous Rock, Sucrose
Native Plants
Plume Squash Plant
Native Critters
Bammoth
Notable Hazards
Frigid pools and cold air can freeze exposed liquids and cause frostbite.

Ice Cave

A cold, ice-rich biome that serves as a starting area on Ceres.

Typical Temperature
-33 to -16 °C
Main Gases and Liquids
Oxygen, carbon dioxide
Main Solid Materials
Ice, Snow, Cinnabar Ore, Oxylite, Phosphorite, Dirt, Igneous Rock
Native Plants
Pikeapple Bush, Sherberry Plant, Idylla Flower, Alveo Vera
Native Critters
Flox
Notable Hazards
Cold caves can freeze liquids; deeper Snowbanks variants are colder than the starting range.

Nectar

An extremely cold biome containing Nectar and Solid Mercury.

Typical Temperature
-73 to -46 °C
Main Gases and Liquids
Oxygen; Nectar deposits
Main Solid Materials
Solid Mercury, Ice, Snow, Phosphorite, Abyssalite
Native Plants
Idylla Flower, Bonbon Tree
Native Critters
Shine Bug, Spigot Seal
Notable Hazards
Extreme cold can cause frostbite and freeze exposed liquids.

Pack

The Prehistoric Planet Pack

3 items

Garden

A warm, vegetated biome with Peat, Sweatcorn, Snactus, and prehistoric wildlife.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Oxygen, water, carbon dioxide
Main Solid Materials
Nickel Ore, Shale, Peat, Dirt, Algae, Oxylite, Fertilizer
Native Plants
Ring Rosebush, Sweatcorn Stalk, Snactus, Ovagro Node, Mimika Bud
Native Critters
Mimika, Lumb
Notable Hazards
-

Feather

A cold chlorine biome with Megafrond plants and prehistoric wildlife.

Typical Temperature
-33 to -16 °C
Main Gases and Liquids
Chlorine gas, liquid chlorine, oxygen
Main Solid Materials
Iron Ore, Bleach Stone, Brine Ice, Phosphorite, Granite, Igneous Rock
Native Plants
Dew Dripper, Wheezewort, Megafrond
Native Critters
Dartle, Rhex
Notable Hazards
Cold, chlorine-rich air requires protection and can be unsafe to breathe.

Wetlands

A warm polluted-water biome with Lura Plants, Seakomb, and Jawbos.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Polluted water, oxygen
Main Solid Materials
Gold Amalgam, Igneous Rock, Obsidian, Algae, Dirt, Sand, Polluted Dirt
Native Plants
Lura Plant, Seakomb
Native Critters
Pacu, Gnit, Jawbo
Notable Hazards
Polluted-water pools can create swimming and drowning risks.

Pack

The Aquatic Planet Pack

4 items

Abyss

A hot deep-water biome with Polluted Brine, Galena, and Glo Squids.

Typical Temperature
50 to 75 °C
Main Gases and Liquids
Polluted brine
Main Solid Materials
Galena, Basalt, Coal, Diamond, Abyssalite
Native Plants
Bulbloom, Tublia, Pinpoket
Native Critters
Glo Squid
Notable Hazards
Deep, hot polluted brine and vent activity can make access hazardous; hard Basalt can slow digging.

Beach

A warm shoreline biome with Salt, Sand, shoreline plants, and aquatic critters.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Water, oxygen, carbon dioxide
Main Solid Materials
Zinc Ore, Siltstone, Sandstone, Salt, Sand, Sulfur, Algae, Oxylite
Native Plants
Gum Palm, Mussel Sprout, Sodicane, Husha Cups
Native Critters
Pokeshell, Slogo, Blowter
Notable Hazards
Water-filled areas can create drowning risk.

Kelp Forest

A submerged biome with Tower Kelp, polluted water, Kelpoles, and Orehulls.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Polluted water, polluted oxygen
Main Solid Materials
Iron Ore, Granite, Polluted Mud, Dirt, Abyssalite
Native Plants
Buddy Bud, Thimble Reed, Tower Kelp
Native Critters
Kelpole, Orehull
Notable Hazards
Polluted water and polluted oxygen are common; submerged routes can create drowning risks.

Reef

A warm salt-water biome with coral, Clampum, and reef wildlife.

Typical Temperature
25 to 40 °C
Main Gases and Liquids
Salt water, oxygen
Main Solid Materials
Zinc Ore, Coquina, Corallium, Phosphorite, Sand, Abyssalite
Native Plants
Clampum, Petta Pouf, Flue Coral, Starnacle, Waterweed
Native Critters
Sanishell, Tropical Pacu, Beakon, Blowter, Seaquine
Notable Hazards
Broad salt-water areas leave little dry ground and can create drowning risks.

What Biomes Are and How They Work

A biome is a region of an asteroid, and it doesn't follow any special rules of its own. What it does for your colony comes from what's inside: the materials you can mine, the plants and creatures that live there, and the temperature and air. The Tundra is a good example. It starts out cold, and the Wheezeworts growing there help keep it that way.

Where Biomes Appear on Each World

Space forms the surface of every asteroid, and meteor showers bring in materials. Below that, the rest of the world is made of other biomes, and which ones you find depends on the asteroid you're on. Some biomes belong to a single world. Aquatic appears only on the Water Asteroid, Moo only on the Moo Asteroid, Niobium only on the Superconductive Asteroid, and Regolith only on the Regolith Asteroid.

Other biomes depend on how a world is generated. Magma appears at the bottom of some asteroids or with certain World Traits, and the Oily Biome can show up on any world with the Irregular Oil World Trait.

Spaced Out! is what made it possible to move between worlds. You can send missions to other planetoids and move resources between your bases.

Which Biomes Matter Most

Which biomes matter most depends on what your colony needs, but a few stand out for what they hold. The Oily Biome is where you find crude oil, and its Slicksters turn carbon dioxide into oil. The Tundra holds Sleet Wheat, a food, along with Wolframite.

The Radioactive Biome is home to Beetas, which turn uranium ore into enriched uranium. Graphite is found in the Aquatic Biome, so that's where to go if you need it.

Dangerous Biomes and How to Handle Them

Temperature is the first thing to plan for. The Oily Biome can scald Duplicants, and its Sporechids release Zombie Spores, a germ that makes Duplicants sick. The Radioactive Biome is cold enough to freeze carbon dioxide and chlorine, and it can give Duplicants frostbite. The Tundra has an Anti Entropy Thermo-Nullifier, which takes heat out of an area while using up hydrogen.

Air is the other big concern. In Space, gases and liquids are lost to the vacuum, and heat can't escape without gas to carry it away. Drywall is a back wall that stops gas and liquid from being lost to space, so you can build airtight rooms on the surface.

Other biomes have air you can't rely on. Moo has no naturally breathable gas, the Marsh's oxygen is polluted, and the Jungle's air is made of chlorine and hydrogen. Reaching the deeper parts of the Aquatic Biome takes Atmo Suits, so have them ready before you go down.

Biomes Added by the Planet Packs

The Frosty Planet Pack adds Ceres, a starting asteroid, along with the Ice Cave, Cool Pool, and Nectar biomes. Every Ceres start begins in the Ice Cave, a cold area of snow, ice, and oxylite.

Cool Pool holds iron ore, ice and sucrose around pools of ethanol, and it's home to Bammoths and Plume Squash. Nectar is frigid and home to Spigot Seals and Bonbon Trees, and its Nectar material can become plastic.

The Prehistoric Planet Pack adds Relica, and every Relica start begins in Garden. Garden is a vine-filled biome with water, dirt, peat, algae and nickel ore, plus Ovagro Vines, Sweatcorn, and Mimika Buds and Mimikas. It's also warmer than most starting biomes.

Feather is a cold area of chlorine-filled caverns with Rhexes, Dartles, and Megafronds, and it has large deposits of iron ore. Wetlands is made of polluted water lakes with Pacus and gold amalgam, and it's home to Jawbo, Gnits, Luras that produce amber, and Seakomb.

The Aquatic Planet Pack adds Abyss, Beach, Kelp Forest, and Reef. It also adds Marinea, a new starting world, and its flooded areas hold marine critters and plants that supply food, building materials and oxygen.

FAQ

Q.

Which biome should I start in?

Sandstone is the temperate start, with water, dirt, algae, and coal, plus Mealwood and Bristle Blossom plants. Forest is harder, with no algae or coal, though Arbor Trees and Pips grow there. Swampy is also a possible start, but its water, dirt, and oxygen are all polluted.

Q.

How do I get water on Ceres?

Water is hard to get in the Ice Cave without an Ice Liquefier, which melts ice into water you can use. Digging and melting the cave's ice by hand is slow and wastes much of it.

Q.

Which biomes have breathable air?

Many do. Sandstone, Forest, Wasteland, Ice Cave and Garden all hold oxygen. The Jungle, Moo and Oily biomes have none you can breathe, and the Marsh's oxygen is polluted.

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  • CrittersEvery critter in Oxygen Not Included, from Hatches and Pufts to Pacus and Shine Bugs: what they eat, what they drop, how to tame them and which to ranch.
  • FoodsEvery food in Oxygen Not Included, from Grisly to Ambrosial: how food quality sets morale, how cooking raises it, and how to keep food from spoiling.
  • PlantsEvery plant in Oxygen Not Included, from Mealwood and Bristle Blossom to Oxyfern and Wheezewort: what each one needs to grow, what it yields and how to farm it.
  • ElementsEvery element in Oxygen Not Included, from rock and metal to water, oil and gases: how each one changes form, moves and layers, and where to get it.
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