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Story Guide: Gravitas Facility, Printing Pod & Neutronium

The Story in Oxygen Not Included sets the narrative backdrop for a colony stranded underground on an asteroid, explains many of the game’s recurring characters and documents found in the world, and provides optional Story Traits—self-contained lore-driven objectives that also give gameplay rewards. Understanding the Story helps interpret Research Portal logs, keepsakes, and the various story-driven points of interest you encounter while playing.

Premise and setting

  • Your colony exists on an asteroid that is not the intended destination. The colony’s leader (the player via the Printing Pod/console) wakes in an underground pod and must establish a new settlement and attempt to return to the surface.
  • The asteroid and nearby damaged planet contain anomalous materials—Abyssalite and Neutronium—that hint at severe temporal phenomena and the shattering of the colony’s original home.
  • Much of the game’s lore is delivered through logs, research portal cutscenes, emails, and archaeological finds scattered across the asteroid.

Gravitas Facility and key personnel

  • Gravitas Facility is the corporate research organization responsible for the Printing Pod, matter-manipulation tools, many critters and plants, and advanced experimental devices such as the Temporal Bow.
  • Director Jacquelyn “Jackie” Stern: Director of Gravitas, driven and obsessed with the Temporal Bow project. Her ambition and willingness to take risks are implied to be central to the events that fractured the planet.
  • Dr. Olivia Broussard (security code B111): Head of Bioengineering. She is ethically cautious, discovered problematic experiments (teleportation/cloning implications), and eventually quit the colony project. A brainmap of Olivia is later used as the basis for the colony AI.
  • Other named researchers (Dr. Holland, Dr. Ansari, Dr. Bubare, Dr. Ali, Dr. Ross, etc.) appear in communications, research notes, and personal logs, portraying a full research staff with varied personalities and specialties (engineering, robotics, bioengineering, information/statistics).

Major technologies and anomalies

  • Printing Pod and Genetic Ooze: The Pod prints living Duplicants and critters from a synthesized bio-organic "Ooze." Printing is central to colony survival—Duplicants can be printed from available blueprints, and new unique blueprints are finite.
  • Temporal Bow (Time-manipulation research): Gravitas researchers developed a prototype called the Temporal Bow intended to manipulate time to produce energy. Experiments compressed/expanded tiny time slices, produced unexpected effects, and generated a mysterious substance the team called "Neutronium."
  • Neutronium and temporal contamination: Neutronium is described as a metallic-like product of time-manipulation experiments and is associated with an autoimmune-like response of the universe to prevent temporal contamination. Its presence on the asteroid and in readings (including a "Temporal Tear") ties the colony’s plight to broken time/space events.
  • Teleportation experiments and cloning ethics: Logs imply some teleportation devices actually produced a copy while destroying the original. The moral implications troubled researchers like Dr. Broussard.

Narrative through the Research Portal and logs

  • Interacting with the Research Portal reveals story cutscenes and unlocks certain researches and objects, while also providing fragments of the pre-disaster narrative: lab notes, evacuation notices, ethical objections, and machine logs that gradually reveal what went wrong.
  • Research logs include lab experiment notes (e.g., cloning/memory experiments like Experiment 7D and studies into embedding memories/brainmaps), internal memos, and news articles promoting Gravitas successes, which juxtapose public optimism with internal ethical concerns.
  • Recurring themes: hubris of large-scale research, ethical conflicts (printing and memory implantation), the drive for limitless energy versus unforeseen consequences.

Story Traits and Keepsakes

  • Story Traits are optional world-generation points of interest that introduce a contained narrative and provide tangible rewards or unique interactions when activated. They can be enabled or disabled during world creation.
  • Completing a Story Trait typically requires a duplicant to initiate the associated building or object, then fulfill its specific objectives to receive a Keepsake and sometimes unlock additional functionality (examples detailed below).
  • Keepsakes are one-off items made of Genetic Ooze rewarded for completing Story Traits. They cannot be stored in containers but can be displayed on Pedestals; each keepsake has an associated decor value and flavor text (e.g., Ceramic Morb, Model Plane, Rusty Toolbox, Critter Collar).

Examples:

  • Somnium Synthesizer / Dream journals: Delivering Dream Journals and Oxygen completes the storyline and yields the Model Plane keepsake while unlocking Maximum Aptitude Mode for the Somnium Synthesizer.
  • Fossil Quarry / Ancient Specimen: Excavating the fossil POIs completes the Ancient Specimen trait and awards the Critter Collar keepsake.
  • Biobot Builder / P.E.G.G.Y.: Building the first P.E.G.G.Y. and interacting with the trait completes it and awards the Toy Bot keepsake.

The Printing Pod’s role and Duplicants

  • The Pod acts as narrator/guide from the player's perspective and maintains a sentimental role to Duplicants, who treat it with reverence.
  • Duplicants are printed from blueprints stored in the Pod; unique blueprints are limited — when depleted, further Duplicants are copies of existing blueprints.
  • Keepsakes and story completion often reference printed duplicants, their memories, and the ethical questions around embedding memories or brainmaps into clones.

Surface, rockets, and the Temporal Tear

  • Exploration eventually reveals the surface and a damaged planet similar to the colony’s origin, reinforcing the connection between Gravitas’s time research and planetary catastrophe.
  • A "Temporal Tear" visible from the surface is tied to Neutronium readings and is suggested as a gateway to other timelines/universes; rockets can be used to send Duplicants through such points in high-end progression content.
  • Rocket logs convey the player’s hope to find a new home or to undo past events by exploring other timelines; they also chronicle the colony’s long-term survival milestones (e.g., Cycle 1000, 1500).

Flavor, tone, and ephemera

  • The story is delivered in a mixture of official corporate releases (press statements, promotional materials), personal emails and journals, research logs with encryption levels indicating sensitivity, and environmental finds.
  • Bite-sized pieces (office memos, staff chatter about pets, or party invitations) humanize the staff and contrast with the darker consequences of the experiments.
  • Epitaphs and memorial texts provide somber flavor for fallen Duplicants and emphasize the cyclical nature of printing and loss.

How the Story affects gameplay

  • Story elements offer optional goals and rewards (keepsakes, building unlocks, special modes) that can shift player strategy.
  • Research Portal interactions unlock technologies and reveal hazards or POIs; activating or ignoring them changes what narrative content and unlocks appear.
  • Knowing the lore can recontextualize late-game elements (Neutronium, Temporal devices, rocket destination choices) and informs player interpretations of anomalous world features.

Summary

  • The Story weaves corporate ambition, experimental hubris, and human-scale drama into the survival gameplay loop. It is revealed piecemeal through Research Portal cutscenes, logs, and Story Traits; engaging with it yields unique rewards and deeper context for the weird materials and phenomena you encounter on the asteroid.

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