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Ostranauts News

Check out a preview of the next Ostranauts update!

Hey folks!

We have been very busy working on the next Ostranauts update and we're about ready to show it off.

We'll be streaming a preview of the next Ostranauts patch tomorrow at 3:30pm PDT
Other timezones here

We'll be live on both the BBG discord server in the dev stream voice channel and over on our Twitch. Follow us there to get a notification when we go live!

See you tomorrow!

If you missed the last stream you can watch it here:
[previewyoutube][/previewyoutube]

Fragments from the Ostracon #2

Hey folks! Last month we released Fragments from the Ostracon #1, showing off more lore from the joint universe of NEO Scavenger and Ostranauts. We were very happy to see how much you enjoyed the stories and we're excited to bring you the next pages!

We've set up a mailing list so you can receive Fragments directly to your inbox, before we post them online. You can sign up here.





“Hey Cap! Did you hear about this dogman shit?”

“What? No. What?”

“Dogman”

“I heard you the first time.”

“Look, here: this footage came from one of the Galilean moons in a nearside orbit, so probably Europa. No idea how it got past the garbage they broadcast at the Porto Nuevo blockade, but it did. Maybe it was tightbeamed? Doesn’t matter, the point is: a Martian food tug grabbed it way the fuck out, near Hangzhou orbital, and those guys passed it along to someone with loose lips. Now people are sharing it like crazy. I caught it on broadbeam from god knows where, like an hour ago.”

“Okay. And?”

“And...dogman! Dogmen even. There’s a whole package of stuff, but the footage I’m looking at now is...something else. The video is sort of grainy but the audio is clear as day. Listen.”

“Put it through to my PDA. Waiting. Got it.”

“Cap?”

“...jesus.”

“I know! Keep watching, I’ll pause it. Right...there!”

“Where?”

“Right there! You don’t see that?”

“See what?”

“The dogman!”

“I see a black splotch”

“C’mon cap. Use your imagination. Let me scrub a bit. Look: it’s like, walking. Starts on two legs in this cabin: ...walk, walk, walk, over to here, walk, walk, walk over to there. Then it turns its head, here: charges. Four legs this time! Charge, charge, charge, towards that guy in the pressure suit, there? Who, uh…”

“Explodes?”

“Something like that.”

“And this is a dogman?”

“Yeah! That’s what everyone is calling it, anyway.”

“Huh. XO what do I always tell you?”

“Don’t sleep in my pressure suit.”

“No, about the comms.”

“Oh. Stay off the broadbeams?”

“And?”

“This came from the broadbeams.”

“He’s learning! Now focus up. We’re just a few thousand clicks out from OKLG. I advise you to not pass that footage along. It’s obviously doctored. Let’s be good stewards of the system’s information ecosystem, shall we?”

“Yeah. Fine.”

“Good. I’ll be in my bunks if you need me.”

“Roger. I’ll be out here. Just going to read some of this other stuff in the package...”

--END TRANSMISSION











(Read and download in full size: https://imgur.com/a/2X3EbhZ )


Another Dev Team Live Stream!

EDIT: Here's the stream recording in case you missed it: [previewyoutube][/previewyoutube]


We'll be streaming tomorrow at 6 pm PDT (other time zones here) on Twitch AND our Discord. Set your alarms!

This time around, BBG Community Manager Charis (that's me) will be picking up some flying tips from Dan and desperately trying not to crash.

Thank you to everyone who filled in the survey, we should be good to go with 0 audio issues this week and you have helped us pick a new streaming time to try out! Hopefully this will suit the majority of you better.

See you tomorrow!

If you missed the last stream you can catch up below!
[previewyoutube][/previewyoutube]

Ostranauts Patch 0.6.5.7 Is Live!

Hey Folks!

Ostranauts v0.6.5.7 is now available on Steam, and your clients should be updating shortly.

This patch mainly addresses some issues identified by players in the last patch, plus adds some more quality of life enhancements to certain UIs and workflows.

  • Added delete button to each task list row.
  • Fixed a bug that caused list of docking options to be empty when within docking range.
  • Fixed a bug that allowed AI to insult others from very far away (making everyone on OKLG miserable).
  • Added log messages when AI is unable to take item due to lack of inventory space.
  • Added code to remember note dismissal in nav station.
  • Added code to save and restore nav station crosshair target between visits.
  • Changed PDA build and order menus to be closer to cursor when PDA buttons first pressed.
  • Added code to close PDA if escape key pressed.
  • Added code to fix broken roster UI if save data was missing roster data.
  • Fixed a bug that removed player from own Company if they were renamed exactly the same as their old name.
  • Fixed a bug that caused game to throw null exception if COSelf had no Company.
  • Fixed a bug that caused sink's hair back button to skip over options.
  • Fixed a bug that caused PDA to remain open sometimes when clicking roster button.
  • Changed code to ignore certain commands, like pause, timeshift, and panning when player is typing in field.


The task list now has delete buttons on each task, to make it easier to manage them directly via PDA. Also, the PDA should now close via Esc key regardless of which UI you are in.

The nav station's range indicator should now be reliable again, docking at appropriate ranges. We also added code to remember some UI settings between nav station sessions. E.g. you won't have to dismiss the cheat sheet paper each time you sit down!

There are now log messages when the captain cannot pick a thing up due to lack of space. Social insults can no longer be hurled through walls and from across stations (i.e. the OKLG misery bug).

Several issues related to missing Company info on a player were solved, including the bug that caused them all (renaming the character to the same name). And the sink's hair button should no longer randomly assign hairstyles.

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 0.6.5.4 Is Live!

Hey Folks!

Ostranauts v0.6.5.4 is now available on Steam, and your clients should be updating shortly.

We have a new task list in this patch, moved some UI stuff into a new animated PDA slide-out. Some nav station and inventory fixes. And beards!

  • Changed PDA to slide out into UI to show build menu and other orders.
  • Added task list to PDA, to show current status of all tasks.
  • Added code to center camera on task target if task clicked in task list.
  • Added custom construction icons to differentiate each task type.
  • Changed objectives list to be part of PDA.
  • Added beards to game.
  • Added objectives for low pressure alarms.
  • Added objectives for proximity alarms.
  • Changed nav station and docking UI to report ranges with collision radius in mind.
  • Added contestants' full names to game so there's a chance they'll be used for PCs and NPCs.


  • Fixed missing inventory grid tab names.
  • Fixed a bug that causes inventory grid sprite to be oriented wrong if item rotated, slotted, and then placed back in grid.
  • Fixed a bug that could cause missing face sprite to be unchangeable in mirror UI.
  • Fixed a bug that caused invalid scar image on some faces.
  • Fixed a bug that caused control panel left and right bumpers to break if a control panel had both left and right neighbors defined.
  • Fixed a bug that caused name change in mirror to not have an effect on log messages.


The PDA got a makeover this build, and it now hosts several of the build and other menus that previously just floated in the air. Objectives will now appear in the corner, and animate up to the PDA button so newer users are alerted to them.

The PDA now also has a new feature: task list! In it, you can see all currently assigned tasks, and their status. Plus, each task category has its own icon on the map view, to help differentiate.

Chiko's beards are officially in! Now all of us folks with facial hair can accurately model ourselves (or at least, to a degree). Also, contestants who submitted names for the game should start seeing those names appear randomly from time-to-time.

The nav station's range reporting should be more useful now, as it reports distance to collision rather than distance to center of target.

Two new objectives were added, as well. One for low pressure sensors, and one for proximity alarm. Now, when you hear those mysterious klaxons, you can have a bit more info on why :)

And finally, no patch would be complete without a handful of fixes to smaller 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