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Ostranauts News

Ostranauts Hotfix Patch (0.14.0.13) Is Live!

Hey Folks!

Ostranauts v0.14.0.13 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 addresses several gameplay, plot, and save issues, adds some new music and dead crew handling, 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.

  • Fixed a bug that could cause the game to create extremely large save files after visiting certain Venus stations.
  • Changed the way cargo market data is saved to result in smaller save files.
  • Fixed a bug that caused save files to fail loading if a progress bar couldn't find its target.
  • Fixed a bug that could cause AI to pause for a long time after installing short-duration installs, repairs, etc.
  • Fixed a bug that made FFWD unusable due to a ship closing on player and never arriving.
  • Fixed a null exception that could occur if spamming the Esc key between Game Over and Main Menu.
  • Added code to prevent plots from using the same person as both client and target party.
  • Fixed a bug that prevented NPCs from sharing clues in whodunnit plots.
  • Fixed a bug that prevented handling of company roster, salary, and death pay when crew died.
  • Fixed a bug that allowed players to fire dead crew.
  • Added code to play sad music when player crew dies or quits unhappily.
  • Added code to alert player via message log when crew dies on current map.
  • Added occasional docking music when player's ship receives docking clearance from a station.
  • Changed AI reply obligation code to allow one reply to satisfy every subject it was a valid reply for, and not just the first one found.
  • Fixed a bug that could prevent NPC ships from requesting Hauler/Refueling help.
  • Fixed a bug that caused NPC ships to deny docking clearance to player after requesting player's help.
  • Fixed a bug in the amount of RCS fuel NPC ships requested that caused it to request the wrong units, and therefore, amount.
  • Fixed a bug that caused NPC ships to not undock after fuel transfer was complete.
  • Added missing Dismantle action for Bunk (Bed01Off and Loose).
  • Fixed a bug that could cause the player to teleport to a strange position when canceling and/or restarting a canceled action.
  • Fixed a bug that could cause an NPC ship to suddenly appear in the player's path after a Super Fast-Forward.
  • Fixed a bug that caused helmet don and removal audio to ignore volume sliders.
  • Fixed a bug that failed to accrue late fees if super FFWD jumped a large enough span of time.
  • Fixed a bug that could cause the ledger to show debts as credits in some cases, like the medical kiosk or visa kiosk.
  • Fixed the work speed from Refreshed/Napped conditions (was add a penalty instead of removing it).
  • Changed the way cargo market data is initialized to produce more organic random supplies at the beginning of a game.
  • Fixed a bug that caused the ship broker drone cam feed to be broken.
  • Fixed a bug that caused sleeping or dead characters to appear standing/dragging after loading a save.
  • Fixed a typo in the Fuel Regulator description.
  • Fixed a typo in admire actions.
  • Fixed a bug that left NPC's footprints behind when they died.
  • Fixed missing Treadmill (Off) portrait.
  • Fixed wrong Battery S/XS Loose portraits.
  • Fixed a NavStation bug that could cause the MFD panel to blink between mainmenu and error rapidly.
  • Fixed a bug that caused the cargo pod UI to have a misaligned icon.
  • Fixed a bug that caused ship room snapshots to be broken.


Some of the bigger fixes in this patch address overinflated save files. In one case, anyone visiting certain Venus stations would trigger a save file where every individual object on the station was a member of the police force, causing a huge company roster in the save file. In some cases, this file had a company so large the game couldn't finish reading it.

The fix will prevent that from happening in the future, though existing saves may be out of luck. If your save file still loads, you're probably okay. But if it failed to load due to size, you might have to load an earlier save (before visiting Venus stations), or hand-edit the save file to remove those entries, since we don't have a reliable way to automatically clean that data yet.

The other change to save files adjusts how the cargo market saves their inventories, and is now compact. This is a smaller optimization, but will improve all save files going forward.

We also fixed a number of null exceptions and other errors that could cause the game to get stuck during play, or save files not to finish loading, and other issues. If your save file got stuck for one of these reasons, they should now load normally.

A number of fixes involve crew death, where until now, they remained in your company, drawing a salary, and you could then fire the dead body and get your death pay back. (But if you lost the body, you were out of luck.)

Now, crew is officially cleaned-up in your company roster, and appropriate ledger entries are kept vs. removed. And, unfortunately for capitalism, you cannot fire the dead body anymore to avoid paying out death pay :)

As part of this, we also added code to cue sad music when your crew dies or quits in anger. As well as comforting music (sometimes) when you dock at a home station.

Through some helpful bug reports and reproduction clues, we were finally able to figure out why some tasks caused the AI to just stand there after each install. Often for 30s or more, despite having work settings and tasks lined-up.

This turned out to be a special case which only came up when the install process took exactly one cycle, and essentially left the AI thinking there was still more to be done, despite the job being finished. This patch includes a fix, and you should now see your AIs rapidly go through short-duration installs and other tasks.

The plot system also received some attention, fixing the bug that could cause the person contacting you to choose themselves as a target. While this was sometimes funny, it kind of ruined the immersion. NPCs should now appropriately ask you for help with *other* NPCs when they contact you.

And related to this, we found and fixed a bug in the whodunnit plot that caused NPCs to refuse to give out clues. Unhelpful! They should now more freely give clues to the murder when applicable.

The Super Fast Forward feature was being blocked in some cases by a ship that had the player targeted, even though that ship was unable to approach the player. This patch catches that case, so players can once again FFWD.

And related to this, sometimes NPC ships were teleporting in front of the player after using FFWD, which is also now fixed. This happened due to an NPC the player agreed to refuel being left behind, but persistently just kept teleporting to be near the player.

While fixing the above, we also fixed a number of bugs we found in the whole NPC refueling exchange. So this should be operating more smoothly now.

There were a few issues with the ledger UI either showing the transfers under the wrong heading, or missing late fees on certain FFWD events. These should now be fixed.

And there were a range of other fixes, ranging from missing actions on things to audio glitches or graphical problems, which should all also be fixed now.

As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. We plan to focus on fixes, quality of life, and general build hardening for the short term, before we begin work on the next milestone.

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 (0.14.0.12) Is Live!

Hey Folks!

Ostranauts v0.14.0.12 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 addresses several save game and UI lockout bugs, and several fixes to plots and items.

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 bug allowing some social/plot interactions to be used on corpses (awkward Lonesome IAs and most plot actions)
  • Changed NPC ships to not KO/injure their crew when flying around for now, as it was more disruptive to play than useful.
  • Changed AtmoScrubber/CO2 alarm to fire at 0.3 kpa instead of 0.5 kpa (gives some space before people feel first hypercapnia symptoms at 0.5).
  • Fixed a bug that caused captain to be immovable after a reload if game was saved on a different ship from captain while they slept.
  • Fixed an error that could occur if player or other pathfinder was standing in a place with no walkable tiles nearby.
  • Fixed a bug that prevented NPCs from continuing the plot being upset about wrongful accusations if the NPC was on the same ship as the player.
  • Fixed a bug that caused UI to get locked out after loading a save where an objective had a null target.
  • Fixed several attack mode typos which could cause wrong attack modes to remain on the character after unslotting weapons.
  • Added code to immediately refresh quick action buttons when a new weapon is wielded.
  • Added code to remove unapplicable attack modes from players due to old save data.
  • Fixed bug causing red & green custom lights to become normal lights when (un)powered or uninstalled.
  • Added CO2 sensor connections to AtmoScrubbers on VORB_Port (and add CO2 filter spawners).
  • Changed OKLG_Entrance AtmoScrubber to On instead of Auto to better manage CO2 when population gets high.
  • Changed wiring on OKLG_Entrance AtmoScrubbers to 2 sensors (and add CO2 filter spawners).
  • Added paperdoll sprites for the slugger bat, cutlass, and nightsticks.
  • Removed PressureSense from Closed Auto-Vent (it doesn't need it, so sensing is just a performance tax).


A number of the changes in this patch address various save/load and UI lockout issues. Many of these were null exceptions that could arise if the game attempted to access something that no longer existed, and it could stop the game from proceeding (whether that meant finishing loading the save, or accepting user input).

There are no doubt more of these to find and fix, but players have been very helpful (and patient!) with finding these edge cases.

A few of the other fixes address actions that were either appearing on things they shouldn't (conversing with corpses, stabbing with a gun), or missing (plot failed to proceed because of a typo that forbid the player being where they were).

As part of this clean-up, we added some additional code to make the list of actions on a target update more immediately when switching weapons.

Yet another cluster of fixes involved items that were either not fully hooked-up to infrastructure (CO2 sensors), mode switched incorrectly when losing power (colored lights), or simply used too many resources (closed auto vents). Plus, we have a new batch of paperdoll sprites for the slugger bat, cutlass, and night sticks!

Finally, we disabled gravic injuries and knock-outs on NPCs when they were flying ships off-screen. We may restore this later when it matters more (i.e. ship combat), but for now, it was getting in the way more often than being fun. E.g. pilots being unconscious or dead when you dock with them, despite them calling you over.

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 (0.14.0.11) Is Live!

Hey Folks!

Ostranauts v0.14.0.11 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 addresses difficulty controlling the captain, controlling entire factions via the roster, installing and repairing cargo pods, chairs, and webs, and other errors.

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 which caused the captain to ignore player commands when the game was saved during Untime (after midnight).
  • Fixed a bug that let the player control the entire police force roster (or any other faction) by making one of them surrender and opening the UI.
  • Fixed a bug preventing install/uninstall of webs, chairs (added tool requirement of Mortorq).
  • Fixed a null exception that could occur if a reactor was checking the no wake zone for a ship with missing location info.
  • Fixed an index out of range error when padding a tilemap on a ship with mismatched old and new tile counts, which could cause ship layout glitches.
  • Fixed a bug that allowed a surrendering police officer to attempt arresting a suspect.
  • Added tool requirement and tool multiplier to install/uninstall of cargo pods (was missing them).
  • Added a tool multiplier to restore/repair/dismantle some items which already required tools.
  • Added a use point to stool (ItmChair01) so players know which side is the front.


One fix in this patch addresses a number of related bugs, where the player reported the captain running off to do their own thing, despite the roster being set to work, and not having autotask enabled.

It turned out that saving the game during Untime (after midnight) and reloading it caused the game to assign a null shift to the captain, instead of the normally assigned shift in the roster UI. Fixing this should result in fewer unruly captains.

We also fixed a bug whereby a surrendering NPC gave the player access to that NPC's entire roster in the roster UI, letting you see their company colleagues and control their schedules.

While fixing this, we also found and fixed a bug where a surrendering officer would continue trying to arrest the player.

Several fixes in this patch address the use of tools and the progress bar multipliers for installing, repairing, and other actions on chairs, cargo pods, and cargo webs. We made some changes yesterday for this, but missed some combos which, in the worst case could result in 0x progress speeds on some items.

Lastly, there are a handful of null and other error fixes in here which should improve stability and strange behaviors in the game.

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

Space noir roguelike Ostranauts is aiming for 1.0 in 2025, with help from Kitfox as publisher

Post-apocalyptic roguelike Neo Scavenger is one of my favourite games, but its spacefaring followup Ostranauts, currently in Early Access, is currently too fiddly and complicated for me. Here's some good news, then: Kitfox, masters of making impenetrable roguelikes more welcoming, have joined the project as publisher ahead of a planned 1.0 release in 2025.


Read more

Ostranauts Hotfix Patch (0.14.0.10) Is Live!

Hey Folks!

Ostranauts v0.14.0.10 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 addresses derelict flipping, a UI lockout bug, part install repair issues, and a number of 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 caused purchased derelicts to be pristine condition if first visited after purchasing.
  • Fixed a bug that could cause null exceptions and user input lockout if the player lacked certain stats when the encounter screen appeared. (E.g. hacking a PDA while lacking an altruism stat)
  • Fixed the REDACTED plot to have clearer steps, added objective tooltips, and cleaned-up redundant dialogue options after they were done.
  • Fixed rotor and active stabilizer repair, pickup, and restore issues.
  • Changed the amount of time necessary to repair and (un)install stabilizers and rotors.
  • Fixed a bug that caused cargo webs and chairs to ignore tool speed multipliers.
  • Fixed a bug causing gigs to call VORB_AUX 'Azikiwe Estates Transfer Station'.
  • Fixed a missing ship type for sale around Venus due to a typo.
  • Fixed references to FUNDS button in UI to use consistent wording that is clearer.
  • Fixed a bug that prevented obtaining forged visas for OKLG.
  • Fixed a bug preventing Aero/Plastic/Thin walls to accept PDA Orders.
  • Added windows to the sundries kiosk.
  • Fixed a bug making loose 1x3 and 1x2 slants invisible in ground grid.
  • Removed station reactors from PDA->Install menu.
  • Fixed a bug allowing Bin2x104s to fit inside themselves (infinite storage exploit).
  • Changed Toilet/Sink to type APPS (rather than MISC: same skills, but fits the category better).
  • Added atmospheric stats to Titan, plus parallax images for Titan, Ganymede, and Europa.


One of the top issues fixed here is a total UI lockout that could happen if the encounter UI appeared while the player lacked a core stat. It would begin loading, get stuck invisibly, and never exit, leaving the UI to ignore most input from the player.

Generally, these core stats should always be on the character, so this hasn't come up often. But we added code to handle cases where it is true, so the UI can finish loading normally.

We also fixed a bug which caused derelicts to spawn completely undamaged if you bought them from the broker before ever visiting them. This would basically ruin the ship-flipping loop. (Though it was a great source of cash, if you don't mind cheating!)

One of our plots had a number of stages cleaned-up for clarity, better player prompting, and removal of old/redundant dialogue options when in the late stages.

Quite a few items were also addressed, including issues with repair rates, availability in kiosks, or in some cases, missing ability to pick up or repair. This included some housekeeping in the PDA install and orders UIs.

Finally, we added some data to spawn atmosphere on Titan, and show that moon, plus Ganymede and Europa when near them. (Note this will only apply to new saves, since the old Solar System layout/data is saved with your game each time.)

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