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Ostranauts Feature Patch (0.14.1.1) Is Live!

Hey Folks!

Ostranauts v0.14.1.1 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, and involves a fairly significant HUD change, several quality of life changes, and fixes.

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.

  • Quick Action Button menu is now a floating context menu near where user clicked. Can be moved and pinned in place.
  • Mega Tooltip now has an item value field to show the player approximate (or precise, with Admin skill) item value.
  • Mega Tooltip now has a hide/show toggle to expand or collapse list of conditions.
  • Added ability to edit a zone after making it, and they can be non-rectangular now.
  • PDA frame graphic now hidden when PDA is closed.
  • Adds link to official Steam Ostranauts Guide to Esc menu.
  • Trade UI expand/collapse keeps scroll position.
  • Trade UI Expand/Collapse All button.
  • Added ability to disable screen shake in Options menu.
  • PDA colored light icons now show correctly.
  • Objectives updated to look, animate, and stack more cleanly, and hide less of the UI.
  • Objectives can now be dismissed via r-click.
  • Alarm/alert objectives once again pulse red.
  • Mega Tooltip no longer switches to wrong temperature units after a while.
  • Clicking the console toggle button no longer causes character to walk to that point.
  • Game Credits now stop scrolling when the window is closed.
  • Added missing zone categories for metals.
  • Holding L-Alt key will briefly show hotkeys mapped to some on-screen buttons. (Work in progress as we add more.)


  • Autopilot will now correctly assign FLOW/CYCLE for damaged reactors, to better avoid flame-outs.
  • Autopilot will now warn user when cryo is missing or reactor components are unable to handle CYCLE setting.
  • Autopilot will now cancel the route if the reactor's laser/pellet FLOW rate has changed significantly, altering route parameters.
  • Autopilot will no longer replot new path and continue flying when reaching autopilot destination.
  • Ships should no longer lose room atmosphere when saving and loading after a change to its overall footprint.
  • Reactant tank prices now include contents.
  • Repairing doors via PDA order no longer factory resets them (causing crimes).
  • $0 gigs now correctly report the (under $1>) cost to take them.
  • Ships purchased from ship broker now collide correctly.
  • Battery input arrows removed, and all batteries now charge/discharge through same arrow.
  • Reactors will now recharge all connected batteries, and not just those connected to its input node.
  • PDA Widget XZ-798/stuck tasks fixed.
  • Tracking alarm should turn off more reliably now when remote ship no longer tracking player.
  • Ships should no longer jitter and suddenly explode while docked or undocking.
  • AIs shouldn't get stuck picking up random junk over and over as often anymore.
  • NAV Match Velocity mode will correctly honor thrust throttle user has set.
  • Characters can now attempt to use arcade machines regardless of their mood (though not always succeed).
  • New paperdoll sprites for drill, angle grinder, and soldering iron.
  • Some items which previously disappeared when dropped in a container now appear normally.
  • Several causes of null exceptions have been fixed.


This patch is representative of our current "Hardening" phase of development, where we attempt to address bugs, instability, performance, and quality of life (QoL) for our users. It's an important phase we hope to complete before beginning work on new features in our next 0.15 milestone, Fire in the Hold.

A large part of this update is a rework of the HUD and UI to improve quality of life for users.



One of the most noticeable changes is the consolidation of all top and bottom HUD info to live at the bottom of the screen (4), so users don't have to look at opposite sides of the screen to see all the current game state info.

We also moved the Quick Action Button (QAB) panel out (3) from the bottom to be closer to where the user clicks, like a regular context menu would work. It will follow the clicked item around the screen by default, but you can also pin it in place or move it around to where you want it.

The QAB will also now only show filter buttons for action types that are available, instead of all categories all the time. Plus, the window should expand/contract a bit to better fit the list inside.

The Mega Tooltip (MTT) for the selected item now has two new features. First, it will display the monetary value of the item (1) as either a rough approximation, or a better estimate if the current character has the Admin skill.

Second, the MTT now has a Show More/Less toggle (2) to hide all that info if you find it too much clutter.

The objectives also received some love (5), so they look and animate more consistently. They'll only cover a small portion of the page now (which is scrollable), and you can now right-click them to dismiss them, instead of using the tiny corner icon.

Finally, the PDA frame graphic disappears now when the PDA is closed (6), allowing users to see more of the game field. The frame will still appear when the PDA is opened.

Another new QoL feature we added is the ability to edit your zones! Finally, players are able to make non-rectangular zones, and to update them to meet their changing ship's shape. Simply click the pencil icon next to the zone you want to edit, and start selecting tiles to add them (or hold C while selecting to remove).



Our Options menu has a few new features, as well. First, you can now disable screen shake in the Video options. And you'll also now notice the Esc menu has a link to our official Beginner's Guide. Corey's been hard at work writing a guide that should help new players walk through their first 30-60 minutes of Ostranauts.

Also, we were finally able to fix the auto-scrolling in the trade UI. Now, when you expand or collapse containers, the window will remain at the scroll point it was before. The trade UI also now has an Expand All/Collapse All toggle for convenience.

Apart from the UI and HUD, we also made a series of important gameplay fixes and changes.

Autopilot should now be able to handle reactors with damaged components, and adjust the FLOW/CYCLE accordingly so the ship won't flame-out while underway. As part of this, it will also warn the user about situations where it cannot adequately balance those values, and it will cancel itself if the reactor is damaged or repaired in such a way that the route has become obsolete.

Speaking of reactors, they should now recharge any connected battery. And we reworked the batteries to only have one input/output point, since the old separate points were both confusing and broken.

We also found and fixed two more causes of the lost atmosphere in rooms bug. This was being caused by the ship changing overall footprint due to an added/removed item near the edge, and if the user then attempted to save the game, the room data would be lost. The fix should prevent this loss going forward, though it cannot restore lost data in saves where it already happened. (In those cases, the gas is lost forever, but users should be able to refill the rooms and have them work normally from now on.)

Plus, a range of other fixes and improvements!

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

What’s Next for Ostranauts Development?

Hey Spacers,

The team has been hard at work since we announced Kitfox Games as our new publishers and the "Across the System" update went live. Our focus has been on game stability and bug fixes, ranging from wildly misbehaving police that would refuse to do (or hyperactively over-do) their jobs, to spooky bugs where derelicts suddenly disappeared or entire station populations suddenly dropped dead.

Police behaving badly!

The team has also been gradually adding more quality of life improvements based on player feedback, including a new tooltip showing more insight into the inner workings of character AI, as well as a warning when the player is potentially committing a crime.

TV Crimes!

And we’re putting considerable effort into performance optimization, now that the game sessions are growing longer and longer.

Updates have been fast and furious, too, often happening multiple times per week. We had to take a pause for a couple weeks while, unfortunately, Dan attended a funeral. But we expect builds to resume this week.

In happier news, Michael Richardson rejoined the team this month after a long break! Michael is one of the original developers who worked on Ostranauts, and writer of much of the game's setting lore. With luck, his contributions should allow us to accomplish our stability and remaining milestone goals faster.

We also wanted to give a warm welcome to everyone who has picked up the game in the last couple of months. Because of your support, we have more breathing room in our timeline to work on the game. Which means more upgrades and improvements to make Ostranauts better and more approachable before 1.0.

We’ve also been working on populating the Ostranauts Wiki with a small group of community members. It’s far from comprehensive now, but it’s a great starting point for learning the basics. If you’d like to join the effort, please feel free to contribute! Every update, no matter how small, makes this living document a more valuable resource for players.

If you prefer to receive these updates in email form, you can sign up for the Ostranauts newsletter here.

That’s all for now but we will have much more to share in the near future. Thanks for playing!

[h2]Full patchnotes for the update today (v0.14.0.18)[/h2]

These changes should be compatible with older 0.14 saves. Though if that save has already had errors (e.g. like dead NPCs), some of those errors may continue until a new game is started.

Improvements
-Collision avoidance AI now uses a broader rectangle projection instead of a line, for better avoidance.
-Purchased ships now start with their reactor turned off.
-Added current funds info to encounter screens where the player is expected to spend money.
-Changed the aerostat construction zones to use new, improved layouts.
-The aerostat construction zone completes construction over time between visits.
-Changed the loot tables for type of flying and derelict ships to be more coherent.
-Changed apartment prices to be more regionally unique.

Bugfixes
- thrusting should now simulate correctly when using a towing brace
- reactors on derelicts should no longer explode immediately after docking
- autosave/F5 should not soft-lock the game
- super fast forward should not run endlessly until the player died
- orphaned compartments should not be left behind on ships, causing strange pockets of hypoxia or missing atmosphere
- derelicts should not be left with extreme rotational velocities after ships undock from them
- stations like Luna should now have more reasonably small populations
- shift-clicking items that can be dragged when they are also a container (e.g. dolly) should be more consistent
- buying fusion reactant cargo at station markets should be more consistently possible
- the scrap kiosk should no longer provide better prices than the licensed kiosk when the player holds a valid visa
- the game should not soft-lock when selecting a pump's input signal
- directories should be deletable even with '...' in the name
- loose reactor cores should not try and run fusion anyway
- acceleration should not be copied from station/other ship when undocking
- NAV UI should now show more accurate time units when displaying days, months, or years
- ships should no longer suddenly explode when docking with a ship that had a pathfinding error
- crew should no longer be knocked down immediately after loading a save where the crew was maneuvering
- security bots should not attack each other on the aerostat construction zone anymore
- attacks on REDACTED should no longer be considered a crime while on stations
- red attack intent arrows should not remain on the screen after leaving the map via transit
- 4K resolution should have more legible text sizes in encounter UI, debug overlay UI, popup UI, bug log, and console debugger
- console debugger window should now handle resolution changes better
- AIs can access the Gig Nexus kiosk
- stations have correct NAV icon after a save/load
- no longer missing transponder in Heavy Tug 01 ship
- orbitals should move at correct speed for their apopapsis/periapsis, improving gravity effects when undocking
- old saves with incorrect VORB periods should now be repaired.


Performance improvements/optimization for:
- searching within nested objects
- querying the nearest source of gravity
- cargo market queries ship mass
- checking collisions between ships
- on items that respire and are not human
- trigger calculations where the trigger was blank
- pathfinding when querying the properties of tiles
- AI is deciding on next work task
- a placeholder object is re-tasking itself
- requesting a random object from a ship
- cargo market generating several logging messages
- police ship navigation calculations

Ostranauts Hotfix Patch (0.14.0.17) Is Live!

Hey Folks!

Ostranauts v0.14.0.17 is now available on Steam, and your clients should be updating shortly.

This is a hotfix patch to our recently released "Across the System" update, which includes some new UI feedback to help players, fixes for some FUNDS and trade UI bugs, repair permanently slowed characters, and other fixes.

These changes should be compatible with older 0.14 saves. Though if that save has already had errors (e.g. like dead NPCs), some of those errors may continue until a new game is started.

  • Added an objective alert (similar to collision/low atmo) when player does something potentially illegal.
  • Added a tooltip over all humans to show more info on what they are thinking and doing, to help players manage them better.
  • Added code to fix characters with too much work or movement penalty caused by saves from 0.14.0.15 and earlier.
  • Fixed a bug that caused napped players to permanently get slowed after their first nap expired.
  • Fixed a bug that caused napped players to fatigue faster.
  • Fixed a bug that could incorrectly account for first or last day of month in FUNDS UI.
  • Fixed a bug that caused gas containers to ignore the cost of the gas inside (making it cheaper to buy new than refill).
  • Fixed a bug that caused autopilot to use dangerously high accelerations in final leg of its trip.
  • Fixed a bug that caused mortgage ledger item to disappear to a previous page if the user prepaid on any shift after mortgage began.
  • Fixed a bug that caused unpaid ledger items to apply fees to incorrect shift/date.
  • Fixed a bug that caused ledger page to advance 2 shifts if the Next Shift button was pressed while in Untime.
  • Fixed a bug that caused the ledger UI to ignore the first click on previous shift arrow when opening it in Untime.
  • Fixed a bug that skipped hourly fees when using super FFWD.
  • Fixed a bug that allowed the sale of data files from within a locked PDA if that was inside another container.
  • Fixed a bug that caused PDA files not wanted by the trader to be sold anyway after deselecting their container in the trade UI.
  • Added a way for players to tell crew to stop following someone without the captain present to do so.
  • Changed the data file trade UI behavior to only sell directly to the player, and not barter zones, due to several issues with detecting appropriate barter zone containers.
  • Fixed a null exception that could occur when PDA data file text required resizing in the UI.
  • Fixed a bug that limited datafile containers to a maximum of 35 items.
  • Fixed a bug that could cause the player to teleport to a distant object when cancelling actions in a certain order.
  • Fixed a bug that could knock players out of secure seats when maneuvering.
  • Added code to the NAV station to cancel auto-zooming if the user starts manually zooming.
  • Fixed a bug in the NAV station that produced infinity/NaN values if they zoomed out too far.
  • Changed the Blisters condition to be visible on characters.
  • Changed the use position on the fusion fuel regulator to be more reachable from all sides.
  • Changed Play Game action to be slightly less attractive to AI.
  • Changed Study Book action to be slightly less attractive to AI.
  • Added better feedback for why a character cannot begin studying right now if that is the case.
  • Fixed trade UI error message alignment.


Because many players are finding they are wanted without knowing why, we added a new objective alert to let them know immediately when something they are doing might be considered illegal. It is similar to the low atmo and proximity alert objectives that appear for a short period, then go away.

We also added a new tooltip on all characters to help players better understand what that character is doing and planning. Since many issues stem from the AI not doing what the player expects, this should help uncover what might be stopping them.

The Napping effects in older saves could add permanent work and movement speed penalties, among other things. And this patch fixes both that bugged outcome, as well as repairs old saves affected by it.

The FUNDS UI had a number of issues involving dates, particularly when crossing over the end/beginning of a month, or the Untime shift. Not to mention several bugs that could cause mortgage and other fees to get hidden in the past, causing unexpected late fees.

This patch fixes those issues and more, making the FUNDS UI more reliable.

Selling PDA data files to traders also had a few bugs, including the ability to see inside locked containers, selling files when none appeared selected, and ghost files appearing in the world. This patch addresses many of those data-file-specific issues.

Plus, there are several fixes for NAV UI, AI overusing certain actions, and other issues.

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 (0.14.0.15) Is Live!

Hey Folks!

Ostranauts v0.14.0.15 is now available on Steam, and your clients should be updating shortly.

This is a hotfix patch to our recently released "Across the System" update, which includes fixes for misbehaving police, NPC ship behaviors, crashes, and other issues.

These changes should be compatible with older 0.14 saves. Though if that save has already had errors (e.g. like dead NPCs), some of those errors may continue until a new game is started.

  • Fixed a bug that could cause game to hang if character was knocked out from gravity.
  • Added REDACTED for when player gets too close to REDACTED.
  • Fixed a bug that could cause NaN gas amounts when a room synced with void atmo.
  • Fixed a bug which spawned 1036 Ganymed (OKLG's asteroid) at twice the correct size.
  • Fixed a bug which caused maintenance techs to be hirable.
  • Fixed a bug which caused maintenance techs to overpopulate some stations at the expense of others.
  • Fixed a bug that caused Caps Lock hotkey to cycle through entire police/pirate roster if one was selected.
  • Fixed a bug that prevented cycle crew hotkey from showing the player in cases where the player had no other crew, and was stuck on an off-screen ship.
  • Fixed a bug that allowed the player to long for a better love life while unconscious.
  • Fixed a bug that caused NPC collisions with the station if player was there and no ship was docked.
  • Fixed a bug that allowed NPC ships to keep flying even if crew was knocked out.
  • Changed the quick action button list to only show plot actions if both player and target are not currently replying to each other.
  • Fixed a bug that allowed NPC ship to message player ship when nobody on board was conscious.
  • Fixed some trader buy/sell lists including invalid items.
  • Fixed a bug which caused NPCs to spawn dragging ABL Wall Liners around.
  • Fixed several items producing wrong components when damaged or destroyed.
  • Fixed a bug which caused cargo pods and windows to become wrong variant when damaged.
  • Fixed missing log text color for removing very bad conditions.
  • Removed several placeholder and other unused items from the game data.


[h3](Un)Docking Changes[/h3]
  • Fixed a bug that could cause NPCs to fly around as if undocked, while another ship was docked to them.
  • Fixed a bug that could prevent AI ships from undocking if they were shallow loaded.
  • Fixed a bug that allowed NPCs to dock with player ship if they were knocked out, dead, or NAV was missing.
  • Fixed a bug that could cause NPCs to remain sitting at their NAV endlessly after docking.
  • Fixed a bug that could allow AIShip to dock with a target if self was already docked full.


[h3]Police Changes[/h3]
  • Fixed a bug that could cause police to ignore player after docking with them for a police action.
  • Fixed a bug that caused OKLG arrest encounter to leave the player wanted if they chose to pay in installments.
  • Fixed a bug that could cause an officer to get stuck questioning the player if the player saw officer as friend, but it was not mutual.
  • Added code to help officer recognize wanted suspect during shakedown.
  • Added a way for police to end the interrogation peaceably if they have no accusations or beef with the player.
  • Fixed a bug that caused police to undock with player aboard after finishing questioning/fine.
  • Fixed a bug that caused police to forget their shakedown pledge after they complete it the first time.
  • Fixed a bug that caused player to become wanted when undocking from a police ship, even if police were dead or KO.
  • Fixed a bug that could cause police to fail in interrogating the player if save game was loaded while police was on player ship.
  • Fixed a bug that could cause LEO to get stuck ordering player to stop there, under arrest, if save was loaded during a shakedown when an arrest started.
  • Fixed a bug that would leave police officer on player's ship after player went to jail or used ferry.
  • Fixed a bug that caused police to resume interrogating player if player teleported to jail then docked with that police ship again.
  • Fixed police ships to have more space between terminal and chair, to prevent NPCs from dismounting into the wall/terminal.
  • Fixed a bug that caused police to go into arrest mode again immediately after arresting player.
  • Added code to help police exit arresting mode during shakedown if target is no longer a criminal.
  • Fixed a bug that could cause crimes to be ignored if player was standing under certain appliances (e.g. air pumps) or walls were too close behind them.
  • Fixed a bug that could cause attacks to be ignored if player was standing under certain appliances (e.g. air pumps) or walls were too close behind them.


Probably the biggest collection of changes in this patch center around police behavior. We received a wide range of bugs involving police, and this patch tries to address as many of those as we could.

This covers police getting stuck in interactions, paying fines having no effect, police not seeing the player doing crime correctly, police absconding with the player aboard their ship, and more.

We also included some code to try and self-heal save games from these bugs, though it is important to remember this patch may not cover 100% of cases. Generally speaking, if you try to either finish the current police interaction, or run away (triggering a warrant), things should eventually get back on track and behave normally in affected saves.

This patch also includes a bunch of fixes for NPC ships with unconscious or dead crew, as well as issues with docking and undocking. This should hopefully result in fewer cases of ships doing things that shouldn't be possible.

There was at least one bug fix in here which addresses the game freezing, and sometimes crashing to desktop. This was caused by an infinite loop when the player was knocked-out due to high Gs in such a way that sleeping relieved pain, woke them up, that caused pain again, they knocked-out, etc.

OKLG's asteroid was also spawning at twice its correct size, and new games should now see that correctly. This might prove to change how you see the boneyard quite a bit, literally!

Also, a special "treat" was added near REDACTED :)

Finally, there were a range of other bug fixes from big to small.

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 (0.14.0.14) Is Live!

Hey Folks!

Ostranauts v0.14.0.14 is now available on Steam, and your clients should be updating shortly.

This is a hotfix patch to our recently released "Across the System" update, which includes some optimizations for the game's performance.

These changes should be compatible with older 0.14 saves. Though if that save has already had errors (e.g. like dead NPCs), some of those errors may continue until a new game is started.

  • Changes Visibility calculations to update render textures less often.
  • Changes CondOwners to reuse more temporary values instead of allocating new ones each check.
  • Changes non-parent CondOwners to skip checking for children in function calls to reduce unnecessary processing and allocation.
  • Changes Star System to reuse temporary values instead of allocating new ones each frame.
  • Changes Zones to check for matches in an order that should null out earlier when possible, reducing allocation/processing.


As you can see above, this is mostly behind-the-scenes changes aimed at helping with the constant stuttering and other performance issues.

Feedback from testers so far seems to indicate that this sometimes improves things, but it can vary from game-to-game. Many of these changes affect certain, intermittent events that can lead to stutters. But your experience may depend on how often those events are happening in your game.

One thing is for sure, though, we still have more work to do on this. So optimizations are not "finished" yet, and will likely involve a series of incremental improvements before we get there.

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