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Oxygen rating: a windy post-apocalyptic city builder that won’t exceed expectations


Post-apocalyptic survival is an enduring theme in city building games. IN Oxygen Earth is once again experiencing environmental disaster with the help of humans. The Earth’s crust has cracked open, releasing harmful gases that spread across the globe along with the wind, and only a little oxygen remains. Unfortunately, it was I who decided to take on the responsibility of leading the survivors, guiding them to build a city in this dire situation. This is the destiny of a city building lover.

Weather is my biggest enemy in Oxygen. I haven’t had a chance to dive into the technical and ecological analysis of why strong winds can deplete all of the oxygen in my community. And double energy consumption. I just knew that I had to develop technology, accumulate food, water, and other materials, and build advanced facilities to accelerate that accumulation until the city could become self-sufficient. sustained regardless of the harsh environment during windy, icy and drought days.


Overall, I think Oxygen is a decent game. In it, I control the layout of the buildings and the allocation of labor, where the survivors automatically follow my blueprint (obviously they received an advanced education). The occupation directory is also the labor control department where I arrange jobs for them. If someone suddenly asked me to describe a city builder, I would probably blurt out something as unsurprising as Oxy.


In short, the game can be simplified to a balanced formula between energy production, consumption, and storage. I quickly realized that the main problem I needed to deal with was the lack of oxygen on windy days. The solution is simple: just turn on all the oxygen generators, but this leads to rapid energy consumption, and power plants and coal mining are its only source. Building them requires other materials – metal, stone and gears – so metalworks, quarries and gear shops have similar needs. However, these buildings also consume oxygen on windy days, thus consuming energy.

Accumulating energy in the early stages of the game can be a challenge with a limited population, as almost all progress bars in the game are labor-driven. There are several ways to increase your population, including building a dock where submarines periodically take people from unknown locations (maybe the seabed?). Oxygen also simulates birth and death, although they have a small effect on some small bases.


Each person has a name. I’ve always liked the details that make people feel alive in the game. I really feel happy when I see “The joy of being born”.

The game also constantly offers new quests, prompting me to develop new technologies. Some steam rating criticized the slow pace of technological development, the need to build many research centers and the waste of human resources, and I could not agree more. It leads to a chain reaction in which other buildings also need unnecessary multiples just to increase efficiency. However, this is counter-intuitive, as as the storm approaches, unnecessary oxygen generators in buildings must be manually turned off one by one. Allocating people to buildings is also a challenge, as you can only manage one person per click. It’s a win for listings and a nightmare for players.

Aside from the repetition, the survival challenges were enough to keep me focused on the game without feeling too much pressure. Bad weather and underpopulation really give me a sense of doom while normal weather or overpopulation offers a chance for growth. I can feel the tension before the wind hits, the despair in the strong wind, and the relief when the sky clears. It feels like Oxygen is broken down into levels in this cycle; The goal of building a big city can be overwhelming for me, but completing the survival goals in the short term feels just right.





I also love music, even though the genre will never appear on my Spotify playlists. It changes depending on the weather, so while string tunes are always present, there’s bass and electronic drums in bad weather, which worries me. When I’m fully focused on the game, I usually skip the background music, but I really like the moment when the storm stops and the intense tunes suddenly become calm again. I am relieved: I have survived again. The music created a real apocalyptic atmosphere, both when I was fighting for survival, as well as during peaceful development.

Usually survival is not the only theme of survival games. Once a city is developed enough, what should the player do next? There can be many answers, such as complex system design in factorexplore other planets in Does not include oxygenmake timely conclusions in iceor build wonders in Dyson globe show. Unfortunately, despite all the options, Oxygen has yet to give a satisfactory answer and I can’t find a clear target in the late game. When I ran out of patience, I exited the game and probably never opened it again.


Another thing that tested my patience was the instructions. There are four, all separate from the main adventure, which took me almost 20 minutes to complete. However, when I entered the game, the in-game quest system also acted as a guide, making those first 20 minutes meaningless. In the early stages, completing these introductory quests helped me progress, which was great, but in the middle, there were many quests that I couldn’t complete, and I felt frustrated and regretful. for accepting them in the first place. With that came quests that turned out to be futile, such as collecting 100 fish when my main food supply was potatoes.

I enjoyed the challenge of dealing with the wind, but when things got repetitive, I found myself questioning why I should patiently build a city that doesn’t really exist. A great city builder makes me feel like I’m using advanced strategies to manage a complex system. A not so good lesson is like high school math. I know that when I play city building games I can be a bit arrogant, in that I love looking at the numbers on these boards and feeling powerful. But I don’t really like high school math.

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