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Ostranauts News

Ostranauts Feature Patch (0.14.2.8) Is Live!

Happy New Year, Folks!

Ostranauts v0.14.2.8 is now available on Steam, and your clients should be updating shortly.

This is a feature update to our recently released "Across the System" update, adding more user interface improvements, and making REDACTED less annoying.

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.

  • Holding the Left Alt key will now highlight both nearby interactive objects and UI hotkeys.
  • We added a tutorial step to highlight this new Left Alt feature.
  • Loading a save game doesn't use hard drive temp folder anymore. It opens straight into memory.
  • The REDACTED will now only cross over to a new ship via airlocks.
  • The REDACTED will now either lie dormant or start disappearing after finishing certain branches of the REDACTED plot.
  • The list of HULL items in the PDA's build menu now has generic wall, floor, and doors at the top.
  • Humans no longer get floor bump maps applied to their bare legs/arms.
  • PowerViz lines no longer get stuck on screen when switching ships in ShipEditor.
  • Racks no longer block light/cast shadows.
  • Stacks of items no longer disappear if something inside the stack changes damage state.
  • Stack item counts update in the inventory correctly now.
  • The version of flirting that is a reply no longer uses the same name as the opening flirtation move.
  • The MegaTooltip received a visual overhaul to look more consistent with the HUD, and be easier to read.
  • The MegaTooltip correctly shows human faces again.
  • UI Tooltips were reduced in size a bit.
  • Several items had their descriptions added or fixed.
  • Deleting a save file on the Main Menu save list will no longer throw a null reference error.


We've added a new tutorial step early on in a new game to teach the user about our "highlight interactables" and "show UI hotkeys" features. Many players reported having an "ah ha!" moment when they discovered this undocumented feature. Now, holding the Left Alt key will highlight both of these things.

We also changed the way we load lave files to load them directly into memory, instead of uncompressing the zip files into a temp folder on the hard drive first. This might speed up load times for some users, but the main benefit here is fewer hard drive read/write operations, which was important to some SSD users.

Many users will also notice the HUD was further reworked, and the MegaTooltip now shares the same visual style as the rest of the HUD. We also adjusted the style of the condition capsules (a.k.a. tags) for items to be less intense, reserving the brighter capsule colors for more important conditions.

The REDACTED plot received some love, as well, and it should now be a little less aggressive when crossing from one ship to another. Plus, finishing the related plot in a few ways can curb its growth, and even decimate it.

We noticed some players being annoyed that the wall options in the PDA HULL build menu were after a long list of specific floor types, so we moved the generic floor and wall to the top for easier access. Note that if you aren't picky about which wall or floor to build (or only have loose versions of the ones you want), you can use these without choosing the specific wall model from the longer list.

Two minor, but possibly annoying visual issues were also finally resolved. The racks no longer block light/cast shadows, and humans no longer have those floor bump maps appearing on them when wearing certain outfits.

A few fixes for stacked items also mean fewer lost items, as we discovered and fixed a bug that deleted whole stacks if something in the stack changed state (like became damaged/destroyed).

And we reduced the size of the text in a few tooltips which seemed excessively large compared to the rest of the 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

Ostranauts Hotfix Patch (0.14.2.7) Is Live!

Hey Folks!

Just a quick hotfix here to avoid errors when using PowerViz on certain large ship designs.

This fix caps the number of vertices drawn for a power network to avoid exceeding the draw limits. Theoretically, this could mean extremely large ships with lots of power routes see segments missing in the overlay. But at least this avoids errors in all but extreme cases until we can get a better optimization in place.

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts Feature Patch (0.14.2.5) Is Live!

Hey Folks!

Ostranauts v0.14.2.5 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to our recently released "Across the System" update, adding improved autopilot, ship logs, flashing screen accessibility options, and more.

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.

  • Options menu now has ability to adjust/disable sparks, flickering lights, and spinning parallax backgrounds.
  • Autopilot shouldn't cause reactor explosions/flame-outs as often anymore with certain reactor designs.
  • Autopilot will now show an alert objective on-screen when it disengages.
  • Ship logs have been overhauled to show more useful info.
  • PowerViz now shows animated lines where power is flowing, instead of yellow sprites in each tile.
  • New paperdoll sprites for laser torch, welder, screwdriver, and hacksaw.
  • Undocking from a ship no longer triggers the proximity alarm for that ship.
  • The docking ring of the other ship is visible for longer after undocking now.
  • The REDACTED #1 and REDACTED #2 plots are now possible to complete if both have been started simultaneously.
  • Quests to retrieve special parts from LA aerostat now have better payouts and more reasonable requirements.


Some players have requested relief for the excessive flashing of damaged lights, sparks, and the dizzying parallax background on spinning ships. So we added new preferences in the Options menu for controlling these effects.

Autopilot got a bit more love this update, too. We fixed a few more situations where the autopilot would incorrectly balance FLOW/CYCLE, which should hopefully reduce the cases where it flames-out (or worse, explodes). Furthermore, when autopilot *does* disengage, we've added an objective alert, similar to proximity alarms, to let the user know.

While doing that, we also decided it was finally time to start logging these events on the ship's NAV. So the NAV logs got an overhaul that will now track significant ship events. You can view these logs on the NAV's "Ship Logs" button.

PowerViz also got a bit of attention, and we finally switched it over to use the same pulsing line animation that alarm signal connections use.

Undocking will no longer immediately create proximity alarms and show "NO DOCKING CLEARANCE." Instead, it will now show the receding other ship's docking ring for a little while. We felt this was probably nicer, especially for new users who might think they did something wrong right after undocking.

Finally, several quests have had fixes and balancing done.

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 Devlog #1 - HUD Rework and Quality of Life Updates

Hey Spacers,

We'd like to introduce the first of many devlogs from the Ostranauts team! There's been several major quality of life updates that have recently been implemented and this video will outline what's been done. You can watch the video here or on Youtube:

[previewyoutube][/previewyoutube]

In the video, Dan explains several hardening phases the team is going through; bugfixes and quality of life updates to address a lot of the community feedback before moving on to the next major content update. We hope to do many more of these devlogs in the future to help show off all the work the team is putting into the game. What kind of topics would you like to see in future devlogs?

[h2]New to the game? Check out the Steam Starting Guide![/h2]

The team has been working on a beginners guide for Ostranauts on Steam. It takes you through about the first 30 minutes of gameplay as is a great place to start if you're new to the game!



As a reminder, you can subscribe to receive these updates via email by subscribing to the Kitfox Games newsletter. You can also join the Blue Bottle Games Discord or the Kitfox Games Discord to chat with fellow Spacers about Ostranauts!

-Alexandra from Kitfox Games

Ostranauts Hotfix Patch (0.14.2.4) Is Live!

Hey Folks!

Just a quick patch here for a crash-to-desktop issue some players are encountering in yesterday's update. It appears training EVA Suit Ops to 100% causes an infinite loop, crashing the game.

This patch removes the cause of that loop. Sorry for the scare!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC