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Ostranauts News

OSTRANAUTS EARLY ACCESS ANNIVERSARY




Hey Folks,
It's been a year since we launched Ostranauts into early access, and what a busy year it's been!




When Ostranauts launched, we had a 40% review score. Over the last year, with a lot of feedback from you and hard work, we're at 73% and sitting at 'Mostly Positive" on Steam. 

There have been 40 game patches, 174 game improvements, 378 Steam reviews, 878 new Discord members, 176 subreddit members, 116 Twitch followers, and 393 new YouTube subscribers.

And we've made major changes to AI, the gameplay loop, environments, character creation, and ship design. I go into more detail in the video below, about both the development over the past year, and what's to come.

[previewyoutube][/previewyoutube]

The BBG team has also put together a longer form Reddit post with before and after screenshots, statistics about development, fan content and lots more from the last year here:

https://www.reddit.com/r/ostranauts/comments/plteio/ostranauts_early_access_1_year_anniversary/



The game is moving in the right direction, but we still have plenty of work to do. And it wouldn't be possible without feedback from players like you.

Thank you for all the reviews and feedback over the past year! For a small game like this, word of mouth and every review makes a big difference.

Right! We'll get back to the grindstone here. Looking forward to another great year ahead!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts Patch 0.6.9.8 Is Live!

Hey Folks!

Another quick patch to address a few more issues players have found:

  • Changed police ships to prevent spawning multiple at once near OKLG.
  • Fixed a bug that caused extra NPC scavenger ships to spawn every time a save file was loaded.
  • Fixed a bug that would cause UI to get stuck on screen if ship's nav station was destroyed while player was using it.
  • Added light to new transit kiosk.
  • Fixed a bug that caused ship editor to crash when loading ships.


Several players noted an NPC population explosion recently, and this patch should stop that growth. And although it won't be able to reduce the population directly, there may be a slow decrease in OKLG NPCs through attrition back to stable levels.

In a related fix, the code that spawned NPC police ships should now be smart enough not to spawn multiple at once.

The transit kiosk got some lights, since some players still had trouble finding it. And two crash bugs were addressed.

As usual, if you notice any other issues, let us know on the forums or Discord. And we'll keep plugging away at fixes and features!

Best,
Dan

Ostranauts Patch 0.6.9.7 Is Live!

Hey Folks!

Super quick patch here to fix a serious issue identified in 0.6.9.6.

Turns out, every new nav station since 0.6.9.6 has issues clicking the map to target. And this was due to the paper note being disabled by accident by yours truly. Sorry!

Nothing else new this patch, just getting folks back on their feet for the long weekend.

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts Patch 0.6.9.6 Is Live!

Hey Folks!

Ostranauts v0.6.9.6 is now available on Steam, and your clients should be updating shortly.

This patch fixes a pretty serious bug that affected players loading the game a second time (or more) from the main menu, as well as adds a button to the nav station to silence the tracking alarm.

Saves from 0.6.9.5 and earlier should be compatible, but if you were seeing bugs or other issues in the old save, they may continue and it may be necessary to start a new game.

  • Fixed a bug that caused strange behavior when loading a save game for the second and subsequent times in the same game session.
  • Added button to cancel tracking alarm on nav station.


Small update today, but it was a pretty serious issue worth patching asap.

Some players have noticed strange behavior in the game, like not being able to click things or control their character unless the game is paused. And this appears to be a bug that can happen when loading a game from the main menu more than once in a session, if that save file had police vessels approaching.

A milder symptom of this same bug is that police AI are not flying anymore in a loaded save game.

Patch 0.6.9.6 addresses these issues.

It also adds the ability to manually clear the tracking alarm you hear when a vessel is targeting you. You can find this button near the proximity alarm.

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 Patch 0.6.9.5 Is Live!

Hey Folks!

Ostranauts v0.6.9.5 is now available on Steam, and your clients should be updating shortly.

This patch fine-tunes some police AI issues and collisions, plus improves transit visibility on OKLG.

Saves from 0.6.9.4 and earlier may be compatible, but if you were seeing bugs or other issues in the old save, they may continue and it may be necessary to start a new game.

  • Fixed a bug that caused ships to get stuck together after a collision.
  • Changed police pilot AI to ignore ships that are close to docking/undocking with OKLG.
  • Changed police pilot AI to loiter at greater distance if waiting for player to undock, to avoid excessive collisions.
  • Fixed a bug that prevented police and other NPCs from disembarking if player was using a different ship than starter pod.
  • Fixed bug that caused police to fine you for missing Ogiso poster when poster was on wall.
  • Added Boarding Tram message to transit UI to indicate button was pressed and it is loading a new map.
  • Added new transit kiosk to OKLG transit areas, to improve visibility.


A lot of police (re)programming in this patch! Hopefully, you should find them a bit more well-behaved than before. Fewer collisions while they hover around you. Fewer cases of spawn camping or insta-docking you as you were approaching OKLG. Leaving your ship when appropriate. And not fining you for a missing poster when it's right there.

Also, for collisions, there was a bug that caused a lot of tangles and stuck collisions before, which should now be better.

Finally, I've changed the transit kiosks in OKLG to be a bit more in-your-face, since they were too subtle before, and many were missing them.

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