Ostranauts cover
Ostranauts screenshot
Genre: Role-playing (RPG), Simulator, Indie

Ostranauts

Happy Holidays! And 2022 Year In Review

Happy Holidays, Folks!

As 2022 comes to a close, the Ostranauts team is getting ready for a much needed break. And we wish you and yours the best for the holidays.

Also, it's a time for us to look back over the year, and see how far we've come! Joshu put together this excellent retrospective to show what we've been up to:



Red lines represent roadmap milestones we released, like the Wear & Tear system, or new Inventory and Wounding system. These represent significant gameplay and/or content changes to the game, and take the longest to produce.

Orange lines are "feature" patches, which usually represent a significant new game system or feature added between major milestones. E.g. the 0.10.1.0 launch, which included 64-bit support, or 0.9.3.2, which added Autosave.

The yellow lines represent "hotfix" patches, which are typically bug fixes or smaller quality-of-life additions.

As you can see, it was a pretty busy year! 3 roadmap milestones, 6 feature patches, and 14 hotfix patches (15 including this week's). On average, about one update every other week!

Our ideal goal was more like a milestone each 2-3 months, but as you can see, the 0.10 milestone took a lot longer. It turns out that fundamentally changing the inventory system was pretty tricky! It changed a lot of adjacent systems, and also required a fairly significant batch of content to use those new features.

But apart from that, we actually managed a pretty good rhythm of roadmap milestones. If you include the 0.7 milestone launched in December 2021, they're otherwise coming about once per 3 months, which isn't far from what we expected.

With hard work, and some luck, hopefully 2023 is even better. We wish you and yours a healthy and prosperous new year!

Ostranauts Hotfix Patch (0.10.1.2) Is Live!

Hey Folks!

Ostranauts v0.10.1.2 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Taking Inventory" update that fixes several bugs and issues reported by players.

Saves from v0.10.0.0 and later should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.



  • Fixed a bug that could cause AI-hauled items to become missing or stuck/inaccessible in the world.
  • Fixed a bug where going through airlock causes void atmo effect
  • Fixed a bug that would cause void/exterior areas to accumulate gases from pumps invisibly, and make their mass/temperature increase.
  • Fixed a bug that could cause newly created rooms in a void to suddenly start with atmo in them.
  • Fixed a bug causing the Objective window to suggest using the Gig Nexus to define skills
  • Fixed bug causing Port Authority to spawn naked
  • Fixed NPC Scavs so if they start with an EVA suit, it has battery/bottle/filter.
  • Removed Build menu options for non-existent 04 bins (1x1, 3x1, and 1x1Floor)
  • Fixed sinks on Pequod ship showing wrong UI.
  • Fixed storage bins changing color to white when (un)installed.


Several gas/atmo fixes are included in this patch, addressing issues with void rooms getting gases that they shouldn't, and new rooms starting with gas they shouldn't. It also fixes a blip of "void" status when crossing over ship airlocks.

There's also a fix for items getting lost or stuck when AI attempts to move them via a hauling job. Plus better loadouts for AIs, particularly those that had EVA suits, which should help them survive longer.

And finally, a handful of fixes to the storage bins, to prevent unavailable options from appearing in the PDA, and changing styles when the item updated in-world.

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

Ostranauts Hotfix Patch (0.10.1.1) Is Live!

Hey Folks!

Ostranauts v0.10.1.1 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Taking Inventory" update that fixes several bugs and issues reported by players.

Saves from v0.10.0.0 and later should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.



  • Fixed a bug where captain dies when you save while controlling a crew member on a different map.
  • Fixed a bug that would consume a whole stack when installing from hands/drag slot.
  • Fixed a bug that prevented stack count from being visible in slotted items.
  • Fixed a bug that prevented stacks from being slotted in some cases.
  • Fixed a bug that failed to drop an entire stack from a slot via context menu.
  • Fixed a null exception when dropping a stack from a slot onto a partial stack in the grid.
  • Fixed a bug that could cause ghost items if a stack was added to a partial stack in a slot without enough room.
  • Fixed a bug that caused ghost inventory item in grid if it was placed into a stack with no remainder.
  • Fixed a bug that caused ghost items if context-dropping an item from a hand slot.
  • Added a loading progress indicator to Ship Editor when using Crewsim button.
  • Fixed a bug where Barter Zones tried to load CO with missing save data.
  • Fixed a bug in Trader UI where using Toggle All on liquid container makes sale fail, but then adds 1 water to the container
  • Fixed a bug in kiosks showing incorrect prices in "Other Items" player isn't holding.
  • Changed tote bags and backpacks so they can no longer fit toolboxes inside them.
  • Fixed a bug where buying back a barter zone item can turn it invisible.
  • Fixed a bug where bought items were sometimes not showing up in zones.
  • Fixed a bug causing items to disappear/reappear after multiple purchases from multiple vendors on multiple maps before coming back to the player ship.


Several of the bugs fixed in this patch involve captain and crew being on different maps. One bug caused the captain to die instantly and/or ship to decompress if the game was saved while controlling crew. Others caused items in zones to appear or disappear after various purchasing and selling actions.

Another batch of bug fixes involved items in stacks. Everything from the basics, like slotting items in stacks failing, to edge cases, like dropping a full stack from a slot into a partial stack on the floor throwing errors, were fixed. Plus, stacked items in hand slots will no longer all disappear when one is used to build something.

Finally, a range of changes fixed sundry bugs and other issues. The ship editor now shows a loading bar when testing a ship via CrewSim. Toggle All no longer causes weird liquid duplication bugs. Toolboxes cannot nest inside backpacks and totes anymore. And other such 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

Ostranauts Feature Patch (0.10.1.0) Is Live!

Hey Folks!

Ostranauts v0.10.1.0 is now available on Steam, and your clients should be updating shortly.

This is a feature update to our recently released "Taking Inventory" update, and adds the ability to run Ostranauts as a 64bit app, as well as a fix for barefoot issues.

Saves from v0.10.0.0 should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.



  • Added 64bit support.
  • Fixed a bug that caused barefoot status to stack when changing skin color.
  • Added code to zero out IsBarefoot on all humans in save games from 0.10.0.11.


The biggest difference here is the new 64bit version of Ostranauts. Previously, Ostranauts was strictly a 32bit app. And while that was fine in most cases, we were starting to get some growing pains as game saves grew larger and more complex. Several of our players were frequently running into out of memory crashes, and similar failures.

Adding 64bit support means the game can now utilize more memory if it needs to. And in practice, this means fewer crashes for many players. It may also slightly improve performance (either at runtime or while loading), but the main benefit is fewer memory crashes.

32bit OS users will still have the 32bit version of the app, and we will continue building both versions as we go. (You can tell which version you have by the final two numbers if your in-game build ID, which will be in parentheses.)

The other fix included is for the barefoot penalty bug we introduced last week. Players were walking very slowly if they had changed skin color in the mirror UI several times, and this was down to a status effect stacking when it shouldn't have been.

This update fixes that issue from happening again, and also corrects save files that might have it.

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

Ostranauts Hotfix Patch (0.10.0.11) Is Live!

Hey Folks!

Ostranauts v0.10.0.11 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Taking Inventory" update that fixes several bugs and issues reported by players.

Saves from v0.10.0.0 and later should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.



  • Fixed a Nullref bug when sending an item to a barter zone with categories set to null
  • Changed zone sorting to be clearer (1 category > multi categories > no categories)
  • Fixed a bug causing item to show old stack number when buying to barter zone
  • Fixed several problematic situations when trying to send bought items to zones that are still loading
  • Fixed a bug that caused AIs to lose their conversational skills/memory when their ship is unloaded from the scene (a.k.a. Brain Damage).
  • Fixed a bug that caused AI to continue trying to eat even if they were stuffed.
  • Fixed a bug that could cause off-screen ship to try to save while it hasn't finished loading
  • Fixed error when transiting before off-screen ship has finished loading
  • Changed AI food/drink seeking pledges to fire less often, so they don't stand around trying the same thing over and over.
  • Fixed a bug that caused under-floor bins to not correctly update room airtightness.
  • Fixed a bug that caused vendors to show more of an item than they actually had.
  • Added Restore interaction to the 2x104 and 2x2C04 bins.
  • Fixed misleading log grammar when improper footwear condition ends.
  • Added 5% move penalty to IsBarefoot, and caused barefoot to show in the inventory conditions list (with Well-groomed).
  • Change several temporary conditions' log language from "than most" to "than usual" (and changed some missed "is" to "feels")
  • Fixed a bug that cause King Incognito hacking fail to bestow "IsImprisoned", since no prison effects should occur.


This round of changes includes several fixes to the zone system, particularly with barter zones, and timing issues that could cause errors when off-screen ships were loaded/saved.

It also finally fixes the cause of "brain damage" bugs on NPCs, which was making them repeat conversation options incessantly. Note that this fix does not cure NPCs already afflicted, but just prevents new NPCs from getting the condition.

(Also note that most NPCs already had this issue before "Brain Damage" started appearing on their character sheets. The last update just started adding this label to them so we could track who had the issue, and narrow down where it came from.)

Lastly, there were a range of fixes applied to containers and log message grammar. Underfloor bins, in particular, had a problem that prevented them from sealing the floor, which is now fixed. And barefoot conditions now apply a minor movement speed penalty.

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

Ostranauts Hotfix Patch (0.10.0.10) Is Live!

Hey Folks!

Ostranauts v0.10.0.10 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Taking Inventory" update that fixes several bugs and issues reported by players.

Saves from v0.10.0.0 and later should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.



  • Fixed a bug that caused game to lock-up if an NPC died while holding a stack of items.
  • Fixed a bug causing keyboard to be unresponsive after using supply kiosk
  • Fixed a bug causing null reference exception when making a zone
  • Fixed a bug that caused exceptions/errors when switching to crew on a different station.
  • Fixed a bug that could cause 'Error Coroutine couldn't be started when trying to destroy CO' log messages.
  • Fixed a bug that caused NPCs to get stuck walking into doors.
  • Fixed a bug that could cause AIs to walk in place endlessly when using an item that teleports them. (E.g. bed, nav)
  • Fixed a bug that caused batteries inside tools inside EVA clip points to drain while EVA was in use.
  • Fixed a bug that prevented AI from succeeding when trying to lie down to sleep.
  • Fixed a bug that prevented AI from attempting to defecate, smoke, or sit.
  • Changed sitting duration to be 15 minutes, instead of 100 hours, so NPCs using it won't sit forever.
  • Fixed a bug that prevented AI from asking anyone about home.
  • Fixed a bug that prevented AI from insulting a 3rd party enemy in common with someone.
  • Fixed a bug that prevented AI from insulting their enemy.
  • Fixed a bug that gave the option to Leave on dead bodies.
  • Fixed a bug that caused dying NPCs to play sounds for too many dropped items.


The biggest changes here are fixes to several game-stopping bugs players have identified. This patch should significantly reduce the number of cases where the game either locks up or becomes unresponsive to keyboard input.

It also addresses several cases that would result in null exceptions or other "soft" crashes, some of which could be recovered from, and others requiring a game restart.

A number of AI issues were fixed as well, as we investigated the bugs above. We may have solved the AI's tendency to pile-up in doorways and get stuck, as well as some cases where they walk in place endlessly. And several behaviors they were missing before are now reenabled.

Lastly, we found what was causing tools in the EVA clip point to drain while the suit was being used. So hopefully no more drained tools while on EVA!

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

Ostranauts Hotfix Patch (0.10.0.8) Is Live!

Hey Folks!

Ostranauts v0.10.0.8 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Taking Inventory" update that fixes several bugs and issues reported by players.

Saves from v0.10.0.0 and later should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.



  • Fixed a bug that would hard-lock the game if a first-time user chose "Save Money" in the career kiosk.
  • Fixed an error when scrolling social moves window.
  • Fixed a bug that caused Kiosk item list to not scroll all the way down/cause overlaps.
  • Fixed a bug that could cause ghost items when closing inventory with item attached to cursor.
  • Fixed a bug that could cause a nullref error on the paperdoll when opening inventory.
  • Added option to Cancel Task(s) on an item in the context menu.
  • Changed the career kiosk's "Save Money" option to grant a range of cash instead of single amount each time.
  • Changed the nav station's error message to look less like a game bug to players.
  • Added code to help AIs avoid CO2 poisoning.
  • Fixed missing loot items in career kiosk's hacking outcome.
  • Fixed missing emotional boosts to masochistic characters when they have a collision.
  • Added several temporary personality traits for drug use.
  • Fixed several other typos in the game data which could result in missing scrap loot, replies in conversations, and other issues.


Some of the biggest changes here are fixes for errors or crashes players found since yesterday's launch. First time players would see the game freeze when saving money in career history. Some scrollbars were malfunctioning. And the inventory screen had some null errors and ghost item bugs which could occur in some situations.

We also added the ability to cancel a work task on an item via context menu, so players don't have to use the PDA to cancel them anymore.

NPCs should be a little smarter about CO2 poisoning now, and crew should try to quit much less often now.

Finally, there was a range of smaller fixes to things like missing loot, emotional effects of events, missing replies, etc.

And due to the number of players it fooled, we've re-worded the nav station's error message to seem less like a game bug, and more like something you're supposed to fix with tools like other broken items.

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

✨ 20% OFF Autumn Sale! ✨

With our new update Taking Inventory out earlier this week there's a whole stack of new content for you to discover! The K-Leg boneyard and all its logistical, medical, and personal challenges give a whole new meaning to the worlds "Inventory Space"...



RULE OF THREE BUNDLE


The tactical trio includes Ostranauts, Zero Sievert and Cantata. Brush up all your survival skills against every terrain, creature and environment a smart scrapper needs.



Get your hands on it here.

ABOUT OSTRANUTS


Ostranauts is a noir spaceship-life sim, in a solar system cut-off from a ravaged Earth. It takes place in the same universe as Blue Bottle Games' previous game, NEO Scavenger, and at approximately the same time. Create your captain. Design and fly your custom spaceship. First person, hands on controls and immersive ship interiors. Hire crew and take care of their needs. Then manage your dysfunctional crew and ship as you fend off bankruptcy...or worse.

https://store.steampowered.com/app/1022980

Keep up to date with our latest announcements below.

🚀 Follow our Twitter
✨ Join our Discord
🌌 Watch our next livestream on Twitch
🌃 Buy the game here.

Ostranauts "Taking Inventory" Update Is Live!

Hey Folks!

Ostranauts v0.10.0.7 is now available on Steam. Named "Taking Inventory," this patch represents a major feature update, and includes a batch of new content plus new gameplay systems to explore.



Named “Taking Inventory,” this update focuses on making the item inventory more realistic.

Your character now has more item slots, including a "drag" slot for moving bulky items around. (No more carrying around nuclear reactors in your back pocket. Sorry!) Plus, some items now have multiple pockets or other containers, which can be handy for carrying many smaller things on your person when your hands are full.

0.10 also adds a health system with more injury and medical effects, plus the tools and drugs to manage them. And an updated character creation process that lets you edit skills and traits in the same career history kiosk, and includes aging effects (and adds parents!).

Finally, there's a load of new items to fill these new needs, from clothing to meds, dollies, and ship storage options.

For best results, you are encouraged to start a new character.



Old saves will not work in v0.10.x and later. However, we have created a new opt-in branch on Steam called "legacy_09" if you wish to continue your current v0.9.x character. See Steam's Tech Support forums for more info on opting-into other branches.



  • Removed default 6x6 crew inventory storage grid
  • Added new “slots” on the crew’s body, like torso, legs, backpack, feet, etc.
  • Added ability to layer some clothes
  • Added more clothing items to utilise different layers of slots
  • Added pockets with inventory space to most clothing
  • Added pickup/drop sound effects to most items
  • Added backpack with side pouches
  • Added satchel with one side pouch
  • Added new item racks, bins, and underfloor storage for organizing items on ships
  • Changed corpses to only drop hand held items upon dying
  • Added “strip” interaction to corpses to drop backpack, clothes, and other slotted items
  • Added cargo webbing to allow storing of items outside of ships
  • Added jettison action to eliminate items when adjacent to void
  • Changed trading UI to show nested items in collapsible rows in Sell tab
  • Moved Social item inventory space to a show/hide button
  • Added visual indicators for when an item on the cursor is not compatible with a container.
  • Added visual indicators for inventory grids that are on the player vs. ground




  • Changed cumbersome items to no longer fit inside smaller containers (e.g. reactors)
  • Added specific drag slot for carrying cumbersome items
  • Added animation and item trailing effect when player is dragging
  • Changed player movement to be slower when dragging
  • Added “dolly” for dragging multiple large cumbersome items at once
  • Changed corpses to be draggable




  • Changed career generation maximum age to be higher
  • Added adverse health effects to being older
  • Added a “Live Fast” option as a way to quickly gain skills, traits, money, and contacts, but with a risk of negative outcomes. (Similar to old career kiosk.)
  • Added a “Save Money” option for guaranteeing a small amount of cash for that career term.
  • Added a “Work on Skills” option for specifically gaining a desired skill, with more useful skills costing more time.
  • Added a “Work on Traits” option for specifically gaining or losing a desired trait, with more useful traits costing more time.
  • Added a “Seek ship” option for finding a ship to end your career history.
  • Added multiple new career events and choices.
  • Added “Risk” events which have high risk, high reward outcomes.
  • Added new hotrod starting ship option.




  • Added wounds to specific parts of player’s body
  • Added bruising and breaking of bones
  • Added cuts and bleeding of wounds
  • Added infection and sepsis to untreated wounds
  • Added pain generated by wounds
  • Added painkillers to counteract pain
  • Changed work and movement rates to be slowed by pain
  • Added splints to aid broken bones
  • Added cloth to staunch bleeding
  • Changed alcohol and water to be able to clean wounds
  • Added knocking out to certain health effects (e.g. asphyxiation, alcohol poisoning)
  • Added CO2 to game
  • Added hypercapnia (CO2 poisoning) effects to game
  • Added CO2 Alarms that detect dangerously high CO2
  • Added CO2 scrubbers to environmental systems
  • Added CO2 canisters that can contain CO2 gas
  • Added smoking and smoking related interactions




  • Changed game loading screen to contain a loading bar, loading details, and setting art
  • Added new zones for controlling crew behavior
  • Added barter zones that allow buying/selling remote ship contents with traders
  • Changed PDA to contain a homepage with a list of all apps
  • Changed PDA to have theme color
  • Changed PDA app list and theme color to be moddable
  • Fixed a bug that caused emotional clobber events to happen too often (especially on stations)
  • Changed sinks to allow drinking and refilling water pouches
  • Added two sizes of larger water flasks
  • Changed liquid water to stack 2 per tile
  • Changed water to allow freshening up hygiene
  • Changed RCS N2 and Atmo N2 to be refillable separately in the refuel kiosk
  • Changed work speed to increase while in a good mood
  • Changed work rate to be slowed by wearing EVA suit
  • Changed wearing EVA and pressure suits to hamper hygiene and sleep comfort
  • Changed several systems to improve game performance.
  • Added toggle to roster UI for enabling crew to repair as well as restore
  • Changed “Auto” restore to include doing repairs and patches
  • Changed Beds to have larger HP
  • Changed patched walls and floors to have smaller HP
  • Added new procedural ship name options
  • Changed CASH UI to only show red when the player owes unpaid transitions for the current shift
  • Changed key unbinding so certain game actions will always have a binding if the user exits the key binding menu without binding to them
  • Changed main menu to present a Quit confirmation button upon ESC key press
  • Fixed bug where player would experience heat exhaustion due to caffeine
  • Fixed a bug causing characters to automatically install items immediately after uninstalling
  • Fixed a bug that caused skill work speed multipliers to stack endlessly.
  • Fixed a bug leading NPCs to keep eating until stuffed and nauseous
  • Fixed several causes of the ghost items bug
  • Fixed a bug that allowed health conditions to sometimes give permanent traits/stats
  • Fixed N2 Alarm damage sprite
  • Fixed bug allowing damaged items to be used as inputs for installing undamaged items
  • Removed Damaged parts from the PDA build app
  • Added new “spawn” command in the debug console that gives the player item loots




First of all, we want to thank all of you for your patience as we got this milestone out. Despite our team having two new people to help since the last milestone, this milestone took longer than any other, by far.

Most of that comes down to the significant changes we had to make to many core systems for the new slots, wounds, dragging, and zones systems to work.

It also lays a lot of the groundwork we'll need for our next 0.11 milestone, Pistols and Punches. a.k.a. Personnel Combat! Should be some interesting months ahead :)

The biggest change in this update is undoubtedly the inventory system. Instead of having a giant storage cavity in your torso like before, you'll now be required to carry objects like a normal person.

The body has slots for just about everything now, in which you can wear clothes, hang items, drag things, or even equip bags.

Dragging, in particular, is likely to be a game changer, as it limits how many cumbersome things you can lug around at once. Fortunately, many of your clothes and bags come equipped with pockets and pouches, and even clip points, for carrying other items when your hands are full.

Another thing we added to help with item management is the zones UI. Now you can designate zones where you forbid crew from going, zones for barter access when trading with the Fixer, and even zones for storing items of certain types!

Plus, ships now have an array of new storage options, from underfloor bins, to free-standing racks, and even overhead wall compartments! (And you'll find many of our new items spawning in those as loot, depending on the theme of the room in which you find them.)

The new wound system was also a pretty big undertaking. Nearly every part of the body can now be cut or bruised, get infected, bleed, and feel pain. And it's your job to manage those issues with the new tools we give you, from bandages and pills, to splints and disinfectants.

Fortunately, there are still only limited ways to be injured in the game. But since crashing is one of them...fly carefully!

Finally, there was a pretty big change to our career kiosk. We merged the trait kiosk into it to make it a bit more convenient, and also split up the career kiosk into multiple areas to give players more control.

Now, instead of playing roulette each career term and choosing an option to hope you get the skills you want, you have a range of choices each career term. Some let you get exactly what you want, others are riskier but have bigger rewards. All of them should let you customize better than before.

They come with a cost, though: aging. Because you are born on OKLG, where every single thing is hostile to human life (micro-g, radiation, lack of sunlight or circadian rhythms, etc.), aging takes its toll faster than it would on Earth.

You'll start with the same drawbacks you did before, but after a few years, you'll start noticing the effects of age piling-up. And it'll be up to you to decide on the appropriate balance between getting what you want vs. paying the price.

There's more, of course! But those are some of the more immediately noticeable changes.

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

Ostranauts Hotfix Patch (0.9.5.9) Is Live!

Hey Folks!

Ostranauts v0.9.5.9 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Wear and Tear" update, and includes some fixes and changes we felt were important to release as soon as we could. Plus a few changes unrelated to the next milestone which seemed ready to release.

Note that we are still working on the next (Slots/Wounds) milestone, as well! But those inventory and wound changes still have some work to be done before they are ready for players to try.

Saves from v0.9.0.0 should work. If you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.



  • Changed sleeping to restore tiredness 4x faster than normal (until a faster fast-forward system is added).
  • Changed nav station to show ship silhouettes when zoomed in close enough.
  • Changed nav station to scale ship icons based on relative ship size.
  • Fixed a bug that caused broken save files if captain name had invalid file system characters like '?'.
  • Added tutorial to use cycle crew hotkey after hiring first crew.
  • Fixed a bug that prevented tutorials from continuing after loading a save file.
  • Fixed a bug that caused tutorial objectives to not be flagged as new if they occurred while on non-subscribed ships.
  • Changed social combat UI to make it clearer that there are more available actions below the fold if the user scrolls down.
  • Fixed a bug that caused thermostats to get bad readings if installed in a place that overlaps a docked-ship's exterior.
  • Fixed a bug that caused derelicts to spawn too close together.
  • Fixed a bug that caused inventory and UI to both close if attempting to open inventory while control panel is open.
  • Fixed a bug that caused context menu options to remain open and on top of control panel after control panel opens.
  • Added 'clear' command to debug console UI, to clear previous log lines.
  • Added 'bugform' command to debug console UI, to take the user to the online bug submission form.
  • Changed self care kiosk in character creation to have green crosses instead of red, to avoid trademark issues.
  • Fixed a bug that caused strange lighting shadows when dragging lit items around in the ship editor. (E.g. battery)
  • Added a quit button to ship editor.


One of the bigger changes here is to make sleep restore characters faster. Previously, people required about 8 hours of sleep per day, and even at 16x fast forward, that was 30 minutes of waiting. Now, the wait time should be much lower, until we can develop a more powerful fast-forward system for long-term waiting.

Also, the nav station now shows ship silhouettes! If you zoom in really close, you'll see an approximate shape of the ship on the nav station map. The arrow icons for ships are also now scaled relative to each other, to give you an idea of relative sizes. Plus, derelicts should no longer spawn too close to each other.

We fixed a save file issue involving captains with invalid filename characters in it, as well as some bugs that prevented tutorials from appearing or showing as unread. Plus a new tutorial for how to cycle to the next crew member.

The social UI now has some visual cues to help you notice if there are more options below the fold, requiring scrolling down.

We also fixed a series of UI and other minor issues which could cause trouble, especially for new players unfamiliar with the controls/UI.

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