About the Game
In a solar system cut-off from a ravaged Earth, you play as a scavenger trying to make a living in the dredges of space. Wage-slave scrapper life isn’t enough anymore, and at last you’ve pulled together the funds (plus a hefty loan) to have a go at independence.
Based in the same universe as Blue Bottle Game’s last hit NEO Scavenger, learn to manage your dysfunctional crew and ship as you fend off bankruptcy...or worse.
Every choice you make will affect the outcome of the game. In character creation, you’ll use a Career Kiosk to shape your character’s background, income, and qualifications. Use it to customise your traits and skillset, which will be essential when managing your ship, its crew, and anyone sticking their noses in your business. You’ll start out the game with enemies, ex-lovers, and acquaintances to seek out… or avoid. Just remember your early decisions will affect your options and outcomes in conversations down the line.
Build your dream ship from the ground up, using detailed, functional parts. Scavenge “pre-loved” parts in the boneyard to upgrade your ship - finding old or rare parts in the system is much cheaper than tracking down the original manufacturer. Who has time to scour the solar system? Hook up subsystems, add extra power and fuel, and be sure to replace parts which have worn out during your adventures. Parts are essential to your experience and will change how your ship feels to fly.
“I cannot change the laws of physics, Captain!” In Ostranauts you will be piloting a ship under the laws of Newtonian flight, learning to fly using in-world manuals and sheets. It will be your job to manipulate control panels, flip switches, and to resist the urge to press the big shiny red button… Every craft has a different flight feel based on thrusters, hull mass, and how you’ve customised the ship. Remember to use a light touch whilst docking, and try not find yourself in the outer rim with an empty fuel gauge.
Even in the darkest corners of space, you are not alone. Each character you encounter runs an AI that is constantly making choices based on their current needs and past experiences. They have physiological and emotional needs, ranging from basic wants like food, oxygen and water all the way up to deeper needs like intimacy and security. As captain, keep an eye out at the space port, scout out a crew and build those relationships. Your background will shape out how you are able to interact with other characters and if they will join your ship - have you developed a silver tongue or does fear rule your ship?
Based in the same universe as NEO Scavenger, Ostranauts will be rich with lore for those who wish to explore. After the collapse of civilization on Earth, colonies and factions formed - colonising other planets, moons and asteroids - with only those able to adapt to the harshness of space able to survive. As states and corporations spread their reach through the System, whispers of unexplained phenomena are creeping through back channels.
Blue Bottle Games encourages players to join the Discord, share modding ideas, and to help grow the world of Ostranauts. Modders who want to make their experience more unique are able to edit a wide variety of game data - most of the game's data is in plain-text files for easy access. If you have an inquiry, send us a message in either the Blue Bottle or Kitfox Discords.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Just a heads-up that we added a hotfix, 0.15.0.33 to additionally strip some other variants of emphysema and pneumonitis from older saves. If your character still had issues with those health conditions after loading 0.15.0.32, saving and then loading that save in 0.15.0.33 should strip those health effects out.
Best,
Dan
Hey Folks!
Update v0.15.0.30 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our "Fire in the Hold" update, which fixes some reactor temperature issues, suddenly exploding ships, ship weapons, and other bugs.
Saves from v0.15.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
[img src="{STEAM_CLAN_IMAGE}/34518042/30853f662c2747b1366e56ad5f761393180fa43e.png"]
Ships oriented almost-but-not-exactly 180 degrees away from the nearest celestial object will no longer instantly accelerate out of the universe and explode.
Reactor laser arrays will no longer produce 100x the heat they were supposed to.
Reactor laser arrays will now correctly power on/off when the reactor cycles.
Ship weapon auto-fire should hit more often now when target has a high VCRS.
Ship weapons destroyed on targets will now stop firing.
Non-torchship AI pilots around Ceres should get stuck calculating targets less often now.
Pressing unused buttons on the Weapons MFD will no longer show the COMMS main menu on-screen.
One of the more bizarre (and violent!) bugs we discovered recently involved ships suddenly exploding for no reason. In one player provided save file, setting the game speed to exactly 16x and hitting unpause would cause all ships on-screen to explode at 8:30 and 11 seconds. Reliably.
No ships were nearby to crash into. They were not moving more than a few m/s. Nothing on-board was volatile or in danger of exploding. And playing at any speed other than 16x was fine.
As it turns out, there was a precision error in some math we used to calculate the angle between two vectors. When their slowly-rotating ship was pointed almost (but not exactly!) 180 degrees away from the nearest celestial object, a calculated value we passed to an arccosine function \appeared\ to be -1, but arccosine saw it as < -1. Which is not allowed, and so it shrugged and returned "not a number."
This, in turn, caused the game to instantly accelerate the ship from 0 to infinity, ejecting it from the universe, and tearing apart every atom on the ship from G-forces.
And there you have it, folks. MATH KILLS.
In other hilarious(ly deadly) physics news, our recent fixes to the power system during fast-forward also fixed some reactor modules, so they now turn on and draw power like other appliances.
Unfortunately for any humans aboard, this also means their heating effects finally started working. And the laser arrays, in particular, began heating the reactor room faster than any reasonable number of coolers could counteract.
But only sometimes. As restarting the reactor often caused the lasers (and only lasers) to turn off again, permanently.
This patch adjusts those lasers to be more in-line with other reactor parts, and also to make them more consistently turn on and off with the reactor.
Combat pilots should hopefully appreciate this next fix. Players have long reported that their ship weapons failed to hit targets when the target had appreciable VCRS crossing the weapon's arc of fire.
As it turns out, the targeting code for these weapons had a units conversion error, incorrectly predicting future positions of the projectile and target.
And there you have it, folks. MATH KI- er, doesn't kill?
Also, when a target's weapons are destroyed, they should now honor their destroyed status and stop firing back at you.
Lastly, we fixed some AI pilot logic that was causing non-torch pilots around Ceres to treat every trip as an opportunity to achieve torch speeds with their puny RCS ships, and get stuck in a loop trying to find a destination they could reach with the little RCS fuel they had at those speeds.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Just a quick hotfix (0.15.0.25) to address one other type of objective pop-up that was leaving all the lights out after dismissing: the plot objective.
Hopefully, that'll help folks get back into smooth gaming again!
Best,
Dan
This is another hotfix (0.15.0.20) which addresses some more issues reported by players in our recent Fire in the Hold update.
Specifically:
- Fires should no longer ignite on characters, carried items, or inside containers.
- Fires should no longer ignite on the tutorial derelict.
- Characters should no longer experience emotional clobber events in rapid succession.
Saves started in 0.15.0.0 and later should be compatible.
Let us know if you give this patch a shot, and if it helps! We'll continue to work on fixes and polish for a while, as players work their way through the new systems and content.
Best,
Dan
Hey Folks!
Update v0.15.0.19 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our "Fire in the Hold" update, which addresses some repeated random values, disappearing items, and other issues.
Saves from v0.15.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
[img src="{STEAM_CLAN_IMAGE}/34518042/30853f662c2747b1366e56ad5f761393180fa43e.png"]
Game universe will no longer have only ugly people. (Or in alternate universes, all beautiful.)
Loose and carried items will no longer disappear suddenly for no reason, leaving only trash.
LA Aerostat should no longer rotate and duplicate itself periodically.
Player ship should no longer disappear when an NPC ship undocks from it.
Several null reference fixes in the NAV station UI and tutorial.
The first issue turns out to be a pretty major bug, though insidiously tricky to notice. Kudos to our eagle-eyes players on Discord for noticing something odd about their game: everyone they met was marked as ugly! Or not. In some games, everyone was beautiful!
It turns out there was a bug in our random loot generator that was caching values. Any time there was a < 100% chance of something, the loot generator would work normally until that chance passed, then it would always pass. This meant that in cases where a random "this or that" list occurred, the first successful outcome would always be the outcome later, until the game shut down and restarted.
The implications here are pretty wide. Some save games are filled with ugly people. Some all beautiful. In some worlds, all people are smokers, or shy, or born leaders. What's more, this applies to all other random loot tables, as well. Items, ship types, random events... it's going to be interesting detangling the affected game world issues to know what is a bug caused by this vs. other issues!
A second, somewhat less insidious, bug involved disappearing items. Ostranauts has a random event generator that fires occasionally, and one of the outcomes is "random part failure."
It's designed to search your ship for a part near failing, and nudge it over the edge to spice things up.
Unfortunately, the filter it used was too wide, and it could include loose items, items carried (even worn!) by the player, and items that have no defined damaged state. It's that last case that helped us find this bug. Reactor canisters would just "poof" suddenly, leaving only trash behind. No sign of a cause.
We've patched this system to limit it to installed parts on the ship (barring reactor canisters), so it should only be things like lights, thrusters, walls, and other items. And even then, only those in dire need of repair.
Another bug involved a bad rotation calculation that resulted in the LA Aerostat duplicating its map, like a giant clone stamp tool. Another bug which undocked NPCs incorrectly from the player, taking their ship with them.
And a handful of other, less interesting null fixes.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
This is another hotfix (0.15.0.18) which addresses some more issues reported by players in our recent Fire in the Hold update.
Specifically:
- Docking to a space station with another of your ships already docked there should no longer suffocate them instantly.
- NAV station orbits should no longer be invisible.
- Ceres plot should no longer end abruptly due to a missing encounter.
- Using the skills/traits part of character creation extensively, and then undoing it, should no longer cause a null.
- Several null reference fixes in the NAV and Docking/COMMS UIs.
- The hallway conduit tutorial should no longer break if you leave the map and return mid-tutorial.
- Particles spawned in gas exchanges should no longer cause null exceptions.
Saves started in 0.15.0.0 and later should be compatible.
Let us know if you give this patch a shot, and if it helps! We'll continue to work on fixes and polish for a while, as players work their way through the new systems and content.
Best,
Dan
Hey Folks!
Just a quick hotfix (0.15.0.17) here for an issue some players ran into in the new build.
It appears that a null reference could happen if the player uses transit to leave and come back just before the undock step of the tutorial. And this patch fixes that.
We've got some more fixes on the way, but we wanted this one out fast since it can break the new game experience for some.
Best,
Dan
Hey Folks!
Update v0.14.5.15 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our "Inventory Overhaul" update, which fixes some ship loading issues, panning while dragging selections, and the whodunnit plot.
Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
Note: 📢 indicates changes inspired by community feedback!
[img src="{STEAM_CLAN_IMAGE}/34518042/30853f662c2747b1366e56ad5f761393180fa43e.png"]
Dragging a selection rectangle will now stay put in the world while camera pans/zooms.
Ships with items falling on the floor should once again load correctly.
Ships should once again be getting their full names, instead of missing the first word.
Closing a whodunnit case file on a victim that was also an enemy should no longer crash the game.
Station maintenance techs will be more gentle when refilling gas canisters now, to avoid detonating the station.
Some players noticed that the new selection dragging feature would follow the camera around, instead of staying fixed in world space. So we adjusted the code for that to behave more intuitively.
We also fixed a bug that could cause an out of sync error when loading ships that had dying NPCs or breaking items. The removing/adding of parts on the ship as it loaded caused errors, and this should now work more reliably.
Some ships were being spawned with part of their names blank, and this was due to an error loading ship names. All future ship spawns should have full names now.
The whodunnit plot could cause a stack overflow in cases where the victim was an enemy, which would often freeze then crash the game. This should once again work now.
Finally, we toned-down the maintenance tech refill actions, so they would be less likely to refill canisters beyond explosive pressures.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Another quick hotfix (0.14.5.12) to address an issue where users could no longer right-click to select placeholder items (e.g. an object being installed).
This patch should restore that ability. Thanks again for your patience and help in chasing down these issues!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
This is just a hotfix for the recent patch to address several null exceptions that could occur during the tutorial, particularly when saving/loading during the tutorial:
- Loading a save that lacked IDs for target objects no longer causes null exceptions, and will fall-back on using the player as a target object instead.
- Quitting or hot-loading a game will no longer cause null exceptions as the tutorial tries to clear listeners.
- Hot-loading or starting a new game after one game has been played in the same session no longer causes missing objective targets.
Sorry for the inconveniences these errors caused! Hopefully, this stabilizes most of the issues players have been running into, so they can get back to enjoying the game.
Let us know if you run into any other issues!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Hey Folks!
Update v0.14.5.10 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our "Inventory Overhaul" update, which includes a fix for softlocked characters, crew item pickups, and tutorials getting stuck.
Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
[img src="{STEAM_CLAN_IMAGE}/34518042/30853f662c2747b1366e56ad5f761393180fa43e.png"]
Characters will no longer become permanently softlocked if they receive a permanent condition during fast-forward.
Non-captain crew can once again pick up items when away from the captain.
Saving and loading the game during the tutorial will no longer break the tutorial.
The biggest fix here was for characters getting softlocked. In some games, characters would get stuck forever if fast-forward added a condition to them with no expiration, and the issue could persist across saves. This patch will prevent that from happening in the future, and should fix the broken timer on existing saves.
Another fix involved crew members using the inventory to pick up items. This was incorrectly using the captain to determine reach range, and could break crew picking up items when they were too far away. This should also once again work.
Finally, it was possible to break the tutorial sequence by saving, quitting, and reloading during the tutorial. Today's patch will stop that from happening in the future, but existing saves with a broken tutorial will not resume the tutorial, unfortunately.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Hey Folks!
Update v0.14.5.6 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our "Inventory Overhaul" update, which includes some quality of life enhancements for the PDA Vizor and Inventory, plus fixes for tilemap and other bugs.
Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
Note: 📢 indicates changes inspired by community feedback!
[img src="{STEAM_CLAN_IMAGE}/34518042/30853f662c2747b1366e56ad5f761393180fa43e.png"]
Placing large sub-floor items near the edge of the ship no longer breaks the ship's tilemap, causing duplicate or missing rooms and/or zone errors errors on load.
📢 PDA Vizor presets now remembers user's settings per-preset.
PDA Vizor lighting and FoV settings are now independent.
Alt highlight key no longer messes with PDA Vizor's ceiling toggle settings.
Loading a save with the PowerViz preset enabled now correctly shows power paths.
📢 Item placement grid no longer obscures item sprite unless the tile below won't fit.
Ship Broker's drone preview no longer shows stacks of items from the player's other ships.
One of the bigger bugs fixed here involves ships having their rooms broken, or zones smeared in stripes across the map. It turned out that certain items placed near the edge of the map would pad the map, but saving would remove that padding, invalidating tile indices. This patch addresses that case, and should stop the bug from happening, going forward.
Note that if your ship was affected by this bug, adding or removing any wall or floor that changes room info will cause a full room recalculation, and repair the rooms. (Zones will still need remaking, though.)
The PDA Vizor also got some love, with per-preset setting memory, and detangling the line of sight settings from other highlight and lighting settings. The PowerViz preset should also now render correctly when loading a save file where it was active.
Users reported having some trouble placing items with the new placement line overlay, particularly if the item was square and obscured by the horizontal lines. This update removes those lines over the item when that item can fit, and they now only appear when it won't fit.
Finally, the Ship Broker drone preview was fixed so that it won't display stacks of items from the player's ship while viewing other ships for sale.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Current Release
v0.14.0.14
Uploaded Oct 03, 2024
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How to Install
Ostranauts.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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613 MB
v0.14.0.14
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