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Ostranauts News

Ostranauts "Across the System" (Opt-In) Beta Is Live!

Hey Folks!

Ostranauts v0.14.0.0 is now available on Steam opt-in beta branch public_test. Named "Across the System," this update gives a sneak peek into our next major feature update, and includes several new content and gameplay systems to explore.

As many of you have noticed, this one took a long time. Longer than usual for us, and we're not the fastest team to begin with. For that, I apologize!

We still have a little ways to go on this update, but it's finally in a place where we think folks can have fun with it, kick the landing gear, and let us know what is working and what isn't. And with a bit of work, we can hopefully get it working smoothly enough to switch focus to our next milestone, Fire in the Hold!



[h2]For best results, you are encouraged to start a new character.[/h2]
Old saves won't work in v0.13.99.x and later, and even if they technically load, a lot of the new content will not appear in older saves. We created a new opt-in branch on Steam called legacy_13 if you wish to continue your current v0.13.x character. See Steam's Tech Support forums for more info on opting-into other branches.

  • A complete changelist may be too long to post here, so I'll try to stick to the major changes.
  • Added the ability to use the torch drive to fly long distances.
  • Changed the fusion reactor to be a more modular design, and to use less fuel on idle.
  • Added an amount of new content to Venus, equal to that of OKLG.
  • Added basic port services to all other stations in the Solar System.
  • Added cargo pod trading between stations.
  • Added a System-wide economy simulation.
  • Added g-forces and their effects to the game.
  • Added a new super-fast-forward button to skip 1-6 hours into the future.
  • Added atmospheric flying, lift, drag, and aerodynamic parts and rotors to help with it.
  • Added crushing damage from extreme atmo pressure differences.
  • Added new interplanetary gigs on the Gig Nexus.
  • Added ability to buy player-owned apartments, accessible via station transit, with their own docking ports.
  • Added ability to obtain permanent resident visas for OKLG and Venus, which unlocks buying apartments and better cargo trade rates.
  • Added NAV feature to match velocity to target.
  • Added NAV feature to hold forward thrust with a toggle.
  • Added NAV feature to plot a long range (torch drive) course and have autopilot fly it for you.
  • Added racing leagues as a way to earn money by flying time attack courses.
  • Changed NAV fast-forward to be clearer and easier to use, to help see future ship/planet positions.
  • Changed derelict break-in simulation to produce more interesting and balanced wrecks.
  • Changed restoring items to be slower, and repairing damaged items results in a barely working item that needs restoring.
  • Added ability to buy damaged items, repair them, and sell back for a profit.
  • Added ability to train more skills.
  • Added 2 new entity types that can be encountered in personnel combat.
  • Added transparent window hull parts.
  • Changed HUD status indicators to be animated status bars, and added one for hygiene.
  • Changed main game HUD layout, fonts, and UI design style.
  • Changed laser torch to be a more effective weapon, especially against [redacted].
  • Added several new items, including clothes, cargo pods, pharmaceuticals, studying aids, new hull parts, and weapons.
  • Added an ambient occlusion shadow effect to make the game world easier to understand, visually.
  • Added new ambient daylight lighting to the game.
  • Added new paperdoll sprites for certain weapons.
  • Added ability to customize save file location.
  • Added new ship editor feature to save unfinished construction stages of ship designs.
  • Fixed missing heat production from humans and other equipment.
  • Added a wiki for Ostranauts, accessible via the main menu button.
  • Fixed several bugs and other issues.




Possibly the flagship feature here is "you can now go to other places besides OKLG." Not only do ships have the means to fly there, we've given you some tools to help you get there as a player. Long range course plotting and autopilot, super fast forward, high-acceleration torch drives...the System is your oyster.

That said, I want to be clear that not every new place in the System is equal!

We spent most of our content development time working on the Venus region. And as a reference point, expect to find about as much content around Venus as you currently do around OKLG.

And the rest of the System? You can go there, too. Each station will have at least the basics you'd need to refuel, repair, trade cargo. Maybe do some gigs or mini plots. The goal is to fill-out another of these major areas in the next milestone, and possibly more beyond that if time allows.

To help with this distinction, you'll notice we have new NAV symbols on the map. Full-content stations like OKLG and Venus are solid, white diamonds. While unfinished content places are dashed, gray diamonds. The diamonds also include an upper or lower triangle inside to help you determine if it is a ground station or an orbital, since ground stations have their own challenges to overcome, like gravity, and sometimes atmosphere.



Speaking of atmosphere, we now have that, too!

Certain planets now have their own, unique atmosphere. And flying in them will feel different from what you may be used to in Ostranauts. The biggest difference is likely to be drag, or air resistance, which will get stronger the faster your ship moves. To help with reducing this effect, we now have aerodynamic ship parts, which usually translates into higher air speeds.

Supposing you kit out your ship (or build a new one) to fly faster in the atmosphere, this will open up some new activities to try out around the aerostats. For one thing, there is a new racing league kiosk that will allow you to test your ship (and piloting skills) on time attack courses against other NPCs. Winners get prize money, and advance to the next league.

You'll also be able to take advantage of the better buying/selling prices of captive markets in Venus's gravity/atmo well. Captains able to bypass the significant markups at the orbital station can sell directly to hungry markets downwell.

Or participate in the lucrative smuggling opportunity selling proprietary aerostat tech from Newcal to its jealous neighbor aerostat, Encantado.

Of course, Venus doesn't get all the fun. You'll encounter new content and features almost immediately upon exiting character creation on OKLG.

The new modular reactor means you can custom-build a power system to match whatever ship role you envision. Want cheap, endless power? Design the reactor around minimal footprint and efficiency, and run a contained reaction on a trickle of fuel.

Want to reduce all occupants in your ship to human soup through thrust? Gear-up the reactor for maximum throughput, open up that aperture, and laugh at your crewmates as their skeletons crumble into the floor plates.



Oh yeah. Ships now produce g-forces when accelerating, and it's a delicate balancing act between getting there fast and blacking-out, or worse, from high-g maneuvers, or taking longer, but using more supplies. Fortunately, the new throttle controls and pharmaceutical tools will help take the edge off.

You should also see changes within the first couple derelicts you visit. The code that simulated derelict damage was updated to produce more interesting (and economically balanced) wrecks.

And it's not just in-game stuff we've worked on. Users with non-standard PC setups (or limited C: space) will hopefully welcome the new ability to change your save folder location. And the beginnings of a wiki are now reachable via the main menu button, so we can hopefully offer new users more comprehensive help when the in-game information falls short.

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 via the forums or our Discord (also linked on the game's main menu), if you're enjoying this new update, as well as if it reveals new problems!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts and NEO Scavenger Are On Sale During Endless Replayability Fest!

Hey Folks!

Steam's "Endless Replayability Fest" is this week, featuring loads of great forever games. Including Ostranauts and NEO Scavenger!

What's more, the Ostraca Bundle is on sale right now, too, which includes both Ostranauts and NEO Scavenger at a combined -49%!

https://store.steampowered.com/bundle/38788/Ostraca/

And since it's a "Complete the Set" bundle, that means if you own one of them, you can still get the other at the full discount.

So if you want to complete your BBG collection, or know someone else who might, let them know this is a good time to jump in!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts Hotfix Patch (0.13.0.17) Is Live!

Hey Folks!

Ostranauts v0.13.0.17 is now available on Steam, and your clients should be updating shortly.

This is a hotfix update to our recently released "Lucky Number 13" update, which adds a new maintenance tech to OKLG, fixes a few UI bugs, and updates the splash screens.

Most of these changes should be compatible with older 0.13 saves. Though if that save has already had errors, some of those errors may continue until a new game is started.

  • Added a maintenance tech person to OKLG that will occasionally appear to patch, repair, and restore items on the station (in that order).
  • Added the ability for maintenance tech to remove corpses.
  • Added the ability for maintenance tech to refill canisters.
  • Changed AI pilots to cause fewer collisions with players that are trying to dock to another ship.
  • Fixed a bug that could cause the game to get stuck when using the ship broker.
  • Fixed a bug that could cause the station refueling kiosk to have errors if the player had no ship docked.
  • Fixed a bug that showed expand/collapse arrow in trade rows for empty containers.
  • Changed the content warnings screen to include other potentially sensitive topics.
  • Changed the logo splash screen to reflect Ostranaut's new self-publishing status.
  • Changed the game credits screen to auto-scroll, since it was getting too big to fit.


One of the more exciting changes in this patch is the new maintenance tech! OKLG station now has a maintenance tech that will occasionally spawn, and walk around fixing things.

They will patch holes first, then repair broken things, then restore things, in that order. They can also dispose of corpses, and refill canisters. They might not be able to reach all their jobs, and they cannot rebuild missing things. But it should hopefully be a good step forward towards a longer-lived station!

The tech can also move around to other stations, and if they are OKLG-owned, they will be fixed, too.

We also made some changes to the way AI pilots work so that they would avoid clobbering players who are in the middle of docking with another ship. There are likely still other cases we'll have to guard against, but this should be a solid step towards fewer accidents.

We fixed an issue that caused the ship broker UI to clog the game and make it unplayable. Usually this happened when the player sold the ship before the UI finished loading, or other similar case where the ship no longer existed.

The station refuel and trade UIs also had some edge cases fixed.

Finally, we made a few changes to our splash screens.

First, our time working with Modern Wolf on Ostranauts has come to an end, and BBG is now self-publishing Ostranauts. It's been incredible working with their team, and we truly couldn't have gotten this far without Modern Wolf. We wish them the best in their future endeavors!

We also decided to update our photosensitivity warning page to include a few other content warnings that are relevant to a procedurally-generated game with mature content.

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 (0.13.0.15) Is Live!

Hey Folks!

Ostranauts v0.13.0.15 is now available on Steam, and your clients should be updating shortly.

This is a hotfix update to our recently released "Lucky Number 13" update, which addresses inventory issues, docking fees, and meat spawn rates.

Most of these changes should be compatible with older 0.13 saves. Though if that save has already had the goatman encounter, some of those effects won't be seen until a new game is started. (See below for some tricks to edit your save.)

  • Fixed a bug that could cause inventory windows to close intermittently when controlling crew and the captain was moving.
  • Fixed a bug that caused audio to cut out intermittently while controlling crew and captain was doing EVA.
  • Fixed a bug that could cause inventory container stack to be drawn incorrectly when picked up from the ground via quick action button.
  • Fixed bug that prevented quick action buttons from updating when item moved between inventory containers and slots via mouse.
  • Fixed a bug that caused ships to deny docking permission when they are a gig delivery target.
  • Fixed a bug that caused docking fees to continue forever after undocking with a stolen ship.
  • Fixed a bug that prevented NPCs from Fleeing in some situations.
  • Fixed several typos in game data.
  • Fixed a bug that failed to close the trade UI when a trader is closing for restocking.
  • Changed the trader code to force them to restock if an NPC becomes a new trader later in the game.


Plus some potential spoiler changes and fixes:
  • Changed goatman final encounter to stop new meat derelicts from appearing.
  • Changed meat derelicts to be less common before the final encounter.
  • Added Pray action to altar, so cultists that meet the Goatman can use altars to pray for more meat after.
  • Changed default meat infestation spawn size to be smaller.
  • Added new conditions to let player configure meat spawning rules via F3 console.


One of the more annoying bugs players have reported involved inventory windows closing intermittently. And thanks to some players reporting hints on reproducing the bugs, we think we've fixed it!

Basically, the inventory UI was assuming the character that first opened it was still the one using it. So if the player had multiple crew and was using the inventory, it could detect the wrong character's range and close containers without warning.

Related to this issue, audio effects for the captain could take over what the player hears when controlling other crew. The sound would appear to cut out for crew randomly, but it turned out to be caused by the captain going in and out of EVA.

There were also a few bugs related to item stacks and Quick Action Buttons available on items not updated when the item was picked up using a QAB.

We found the cause of perpetual docking fees after undocking, as well. This appeared to be due to ships not being owned by the player, and the station was using that to detect when to release the recurring docking fee cycle.

We also fixed a number of plot-related things, which we've surrounded in spoiler tags in case people don't want to ruin the surprise. For those that don't mind reading spoilers, we have some more information about patching your save to take advantage of them.

If you wish to edit your save to take advantage of the new plot variables, you can use the F3 console to query and/or add conditions to your character. For reference, the new conditions affecting meat spawn rates are:
  • StatNoMeat = For every point of this condition on the player, a normally-occurring meat derelict will be meat-free. E.g. 10 of this stat will stop the next 10 occurrences.
  • StatMeatRate = When the player does encounter a meat derelict, this many StatNoMeat points are added to the player.
  • StatMeatBlobMax = The largest starting meat blob size on a new meat derelict.


Adding a cond to a character works like this:
addcond Firstname_Lastname CondName 1


Where Firstname_Lastname is your character's name separated by underscores instead of spaces, and CondName is the stat you want to add (both are case sensitive). And the "1" is however many you want to add.

Note that if you are simply editing the current selected character, you can omit the name entirely, and the game will assume you meant the controlled character. Also, negative numbers remove.

You can also query the conds on your character in the same way:
getcond Firstname_Lastname CondName


This will report how many of CondName is on your character (if any). As above, you can skip the name if you just want the current selected character. And you can do a partial search this way to get, for example, all conditions starting with "Stat".

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 (0.13.0.14) Is Live!

Hey Folks!

Ostranauts v0.13.0.14 is now available on Steam, and your clients should be updating shortly.

This is a hotfix update to our recently released "Lucky Number 13" update, which addresses item stacking bugs, NPCs with airless helmets, and gigs/plots targeting the player.

Saves from v0.13.0.0 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.

  • Fixed bug that caused lost/inaccessible stacked items when picked-up from an inventory grid and right-clicked in the world.
  • Fixed several other issues related to moving stacked items around in the inventory UI.
  • Changed plots and gigs to prevent making the player the client or target.
  • Fixed a bug that caused NPCs to have empty helmets if they were spawned for the first time in an off-screen ship.
  • Added code to prefill pirate and other EVA-wearers' suits if spawned in an airless environment.
  • Fixed a bug that could cause NPCs to lose all survival behaviors if they were wounded or otherwise interrupted before they could finish spawning. (E.g. collision damage or derelict spawn damage)


The stacking bug was introduced in an earlier patch where we fixed buying stacked items from a trader and moving them to an off-screen barter zone. Because the fix involved removing stacks from their homes completely before moving them, some of the other inventory stacking situations that relied upon them still being in their home started to break.

As a result, a number of places in the inventory code needed updating to handle situations where a stack was fully or partially moved from either a slot or a grid location to either another slot, another grid location, or an invalid screen location (like the game world or other UI). There are at least a dozen permutations of how items can be moved around in stacks, so please let us know if we missed a particular case.

We also found and fixed several bugs that led to NPCs with airless helmets.

NPCs in pressure suits are supposed to "carve" out some of the ambient atmosphere to match the atmo mixture wherever they spawn, but a timing issue meant that they carved it out of a room that no longer existed, leaving their helmets empty.

Related, but different, was a bug where EVA-wearing NPCs would spawn in airless environments. In these cases, we had to artificially give them some O2 to mimic their suit providing the O2. But a previous fix to prevent them getting O2 each time they donned a helmet meant this broke down, and NPCs like pirates and police would come running aboard the player's ship for a breath of air before returning to their normal business.

This should be restored to normal again.

In the process of fixing these, we also discovered that many NPCs would lose all their survival programming if they were interrupted before they finished spawning. Normally, NPCs get their survival training the moment they spawn, since it differs from NPC to NPC.

But this requires that they finish several actions in their queue. And if they spawned on a ship that later collided, or lacked air, they would immediately clear that queue when panicking. The result is that many clueless NPCs would later dock with OKLG and die with helmets on, or forget to eat/drink.

Finally, we added some guard rails to the gig and plot generation code to avoid cases where jobs were targeting the player, since many players felt that was an error.

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