
Navigate your scrappy ship through the boneyard in search of valuable parts in abandoned vessels. Use salvage to upgrade your ship, or sell it for cash to pay down your mounting debt, or restock fuel, air, or food. Fly and role-play aboard your dream spaceship in this hardcore noir space-sim.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 10.44/day in the week to Aug 4 → 29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
In a solar system cut-off from a ravaged Earth, you play as a scavenger trying to make a living in the dredges of space. Wage-slave scrapper life isn’t enough anymore, and at last you’ve pulled together the funds (plus a hefty loan) to have a go at independence.
Based in the same universe as Blue Bottle Game’s last hit NEO Scavenger, learn to manage your dysfunctional crew and ship as you fend off bankruptcy...or worse.
Every choice you make will affect the outcome of the game. In character creation, you’ll use a Career Kiosk to shape your character’s background, income, and qualifications. Use it to customise your traits and skillset, which will be essential when managing your ship, its crew, and anyone sticking their noses in your business. You’ll start out the game with enemies, ex-lovers, and acquaintances to seek out… or avoid. Just remember your early decisions will affect your options and outcomes in conversations down the line.
Build your dream ship from the ground up, using detailed, functional parts. Scavenge “pre-loved” parts in the boneyard to upgrade your ship - finding old or rare parts in the system is much cheaper than tracking down the original manufacturer. Who has time to scour the solar system? Hook up subsystems, add extra power and fuel, and be sure to replace parts which have worn out during your adventures. Parts are essential to your experience and will change how your ship feels to fly.
“I cannot change the laws of physics, Captain!” In Ostranauts you will be piloting a ship under the laws of Newtonian flight, learning to fly using in-world manuals and sheets. It will be your job to manipulate control panels, flip switches, and to resist the urge to press the big shiny red button… Every craft has a different flight feel based on thrusters, hull mass, and how you’ve customised the ship. Remember to use a light touch whilst docking, and try not find yourself in the outer rim with an empty fuel gauge.
Even in the darkest corners of space, you are not alone. Each character you encounter runs an AI that is constantly making choices based on their current needs and past experiences. They have physiological and emotional needs, ranging from basic wants like food, oxygen and water all the way up to deeper needs like intimacy and security. As captain, keep an eye out at the space port, scout out a crew and build those relationships. Your background will shape out how you are able to interact with other characters and if they will join your ship - have you developed a silver tongue or does fear rule your ship?
Based in the same universe as NEO Scavenger, Ostranauts will be rich with lore for those who wish to explore. After the collapse of civilization on Earth, colonies and factions formed - colonising other planets, moons and asteroids - with only those able to adapt to the harshness of space able to survive. As states and corporations spread their reach through the System, whispers of unexplained phenomena are creeping through back channels.
Blue Bottle Games encourages players to join the Discord, share modding ideas, and to help grow the world of Ostranauts. Modders who want to make their experience more unique are able to edit a wide variety of game data - most of the game's data is in plain-text files for easy access. If you have an inquiry, send us a message in either the Blue Bottle or Kitfox Discord.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Engagement
Reviews
Themes across 620 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game in NOT finished and still buggy as hell, you WILL encounter game breaking and save game ruining bugs. Game is at best v0.16 or v0.2 and is defintely not a fully released version. I always supported the dev.....til now, this release just REEKS of "game is finished, peace out im done" that most devs do when their unfinished games are released. Dev "may" keep working on it, but now that its released he can just abandon it like every other dev has done in this same exact situation. It happens thousands of times a year on Steam, so no surprised it happened again. utter dissapointment.
[h1] A heartbreaking waste of potential [/h1] [b] TLDR Review: [/b] Not worth your money. This is one of those reviews that hurts to write, truly. At a glance Ostranauts looks like an awesome game, at a glance this game looks like a GOAT in the making, at a glance this game [b] [i] should [/i] [/b] be a blast but it's just not, and sadly it's much worse than it first looks like at first glance. There are so many issues, ranging from small, to litterally fundamental to the game's conception that I couldn't possibly list them all, so instead I'm going to hammer on the main points that I think need to be addressed. With that said, here goes. [h2] What is wrong? [/h2] Like I mentioned, it's a lot, but let me start with the main thing that does this game in for me, the game design itself. Now, that might sound harsh, and yes, it is, however let me explain what I mean, and why I'm so irked by this. [h3] Pain Point #1 - A false sandbox [/h3] So here's the first thing, Ostranauts is presented as a kind of hardcore sandbox space sim, a game in which you have to sit down and seriously consider your intentions, weigh your options, and take decisions that affect your life a spacer. Sounds cool, sounds awesome even, sign me up, I want this. Here's the problem, all of that doesn't matter, at all, let me explain. The problem is that the salvaging gameplay loop that is intended to get you out of debt and onto Venus ends up becoming the only thing really worth doing at all, because once you do end up going to other planets the other options just can't compete, for instance trading has a pretty large buy in and can only really compete if market conditions align well, racing doesn't even scratch the surface, and mining isn't really worth it either. Now, people might want to point out "The Gigs though?", however the problem there is that the more profiatble gigs have an even bigger buy in to be profitable since they require you to build for speed in order to cash in the big bucks. As a result, you effectively become locked into salvaging gameplay for the early game AND the mid-game, with a possibility of making some okay money on an occassional trade when the stars align. This in turn creates several problems, first is that it means that litterally every single character you make will start the game in the exact same way. Second is that it means that you end up not being able to actually experiment with different ways to play the game until you are well into a save already, at which point you are already optimized for salvaging. The third issue is that those two issues thus effectively push you towards pursuing the end-game content instead, since the mid-game content (mining, trading, racing) just isn't really worth it time/money wise in most cases. Lastly, this also essentially also kills much of they joy with character creation, since the only real skills that matter are hacking, zero-g ops, and eva specialization, in that order, every time. All of this stemming from 1 bad decision, namely forcing the player to start as a salvager, and not giving them any other options at the start. Consider if instead the player could partake in salvaging, mining, racing, piracy, and anti-piracy early on? All of a sudden your character creation options matter. If you were able to join law enforcement or become a pirate in the early game, then combat skills would matter in the early game. If you were able to begin racing then navigational skills matter. If you were able to begin mining then mining skills matter, so on and so forth. Instead, we're left with this, truth be told, depressingly bad design choice of limiting the player to "the one thing" and nothing else. This kind of railroad-y design unfortunately permeates the entire game, if you can do something, there's one way of doing it and no more, and most of the things you'd want to be able to do, you just can't even do at all. [h3] Pain Point #2 - Poorly thought out and implemented systems [/h3] The next thing that really detracts from the experience is just how disjointed the various gameplay systems are, wether poorly designed, poorly implemented, or both, Ostranauts suffers from a bad case of the player having to "fight the game" to do what they want to do in many cases. For example, if you try to rebuild your ship at a station, the Crew AI will continually walk out of the airlocks without a helmet on while on auto-task, forcing you to save them, wasting your time. At the same time, they'll refuse to do certain tasks and complain about needing EVA helmets [b] when they are already f**king wearing them [/b] and stuff like this is [b] CONSTANT[/b]. For every enjoyable moment in Ostranauts, you will have 9 others that are just frustrating, annoying, or worse. The Crew AI in general is just a pain to manage, from their overall behaviour, to only really being able to see one crew member's needs at a time, to their behaviour when it comes to zones, to how they consistently walk outside without a helmet, it all just serves to frustrate you instead of invite deeper engagement with the system. Another thing that "sounds cool on paper, but was implemented poorly" is the interactions system, save for a specific interaction with law enforcement, and getting better hiring prices, friendship and other relationship milestones don't really matter. [h3] Pain Point #3 - "It doesn't matter" [/h3] This is probably the main crux of my gripes with this game, very little that you do as a player actually matters, for a game with at first glance seemingly such potential for player driven interaction, emergent gameplay, and meaningful player agency, it has almost none of it. You're railroaded into the salvager > trader/miner/racer > combat progression, and while sure you can stop at any point in that progression, that really just means you don't get any more gameplay. Initially you're driven by a need to repay debt, but that debt will clear pretty quickly once you start salvaging smart and your ship grows so you can salvage in larger quantity too. Combine that with the fact that most POI's are mostly empty, and with nothing really unique going on, and the issues outlined in #1 & #2 really just end up creating this feeling of apathy towards the world in general, which is sad, because the ship building and piloting is actually pretty cool. [h3] Pain Point #4 - A sandbox game trying to serve you a story [/h3] This I think feels more like the Developers salting the wound than anything else. You've got this wonderful setup for a sandbox game, you've got the ship building, you've got the piloting, you've got a moderately interesting character creation system, and then... you build a mostly empty world, railroad the player harder than some story driven games I've played, and make any real build beyond "Hacker with EVA Skills" litterally worthless. And then, the icing on the cake on top of that, they tack on story content that most people don't care about. Like f**k man, you were the supposed to be an emergent story & gameplay type of offering, not yet another linear story space sim. [h3] Closing thoughts [/h3] Ultimately, Ostranauts promises big and delivers very little, and as someone who can see the potential of the idea that hurts to see, a lot. One or two good ideas is not enough to make a game, and Ostranauts is a good example of that. Now granted, I don't think that this game beyond saving, but this is not a 1.0 game, and we're probably talking a good two years or so of contuinous work to turn this around. [h3] Final Verdict - [b] Not worth your money [/b] [/h3] I hope that sometime in the future, perhaps in a year or two, I can buy this game again, and revisit this review, but until the Devs sit down and have a long, hard talk with themselves, and start making sweeping changes to the gameplay and especially progression structure in favor of player agency, then I cannot in good faith recommend this game to anyone at all, sadly.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 621 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This pie is set to come out of the oven after only 10 minutes of baking. Be forewarned this is just another EA game rushed to the finish line in the hopes of most likely being in line with Kitfox's publishing contract deadlines. That or the devs just keep ♥♥♥♥♥♥♥ up. The could have and should have of this game will hold me back from enjoying it 100%, but if you just go in looking for a greasy scavenger space game it'll be worth the money.
Extremely fun in concept, extremely frustrating in practice. A fully immersive space sim where you can run missions, salvage ships, mine asteroids, all in order to keep your ship supplied and maintained. Slowly working to expand and upgrade. Eventually take on bigger missions, bigger risks. Sounds like a blast! What actually happened - I spent hours pulling all the most valuable parts off the tutorial scavenging ship. The ship suddenly starts shaking and my character constantly falls prone, with the only way to recover to quietly sob to themselves?? (lmao) Manage to drag myself to the pilot seat eventually (constantly faceplanting on the way) and get back to the station with a handful of parts, which covered resupplying fuel, O2 and battery charge and paying my first loan repayment. Decide to use the extra funds to buy spare parts to repair the completely junky ship I started with. Fixed up some hull patches, cooler, batteries. Lookin' good. Suddenly oxygen vents and I'm gasping with hypoxia. Open the airlock doors to I can siphon off the attached station's oxygen. The hypoxia made my character desperately need to sleep, slowing their movement to a crawl and making them constantly drop to the floor. Managed to crawl to the free beds in the back of the station and sleep for 9 hours to recover my sleep stat. Woke up to $10000 in debt thanks to station fees and missed repayments. Can't leave the station without paying, can't even get back to my ship because it's still venting O2 somehow. What the ♥♥♥♥. Overall, a lot is unexplained and needs to be discovered through trial and error, and some people don't have time for that. Maybe a game like Hardspace Shipbreaker is more suited to those people, despite being much less satisfying. Maybe I can come back to this game when I'm retired and have time to figure this ♥♥♥♥ out, but for now I'm good. EDIT: I reloaded before the O2 vent and managed to get to a ship a good 4 times larger than the tutorial ship, loaded with full crates of cargo. Stripped that thing bare, jammed as many crates and containers into my tiny ship as possible, and made it back to the station. Sold the salvaged ship parts but haven't sold any cargo or crates yet, since I wanted to sort through them. AGAIN, I'm patching up my ♥♥♥♥♥♥ ship and a ♥♥♥♥♥♥♥ O2 leak again. I check all the walls and floor tiles, a lot are in poor condition but none are broken so I don't know what the ♥♥♥♥ man. I'm trying. I've spent literally 2 hours real time fast-forwarding through my guy running in and out of my ship to resupply his O2 between repairs, and the ship's still ♥♥♥♥♥♥♥ venting. Stopped playing out of boredom and frustration. I wish there was a gas or pressure visualisation so players could actually diagnose what's wrong.
184 hours in, and Ostranauts is one of the most immersive space games I’ve ever played. I’m a big fan of KSP, Space Engineers, Stationeers, and The Expanse. But Ostranauts gives me something none of them quite manage to do: it makes me feel like I’m actually living a life in space. And not the heroic kind. You’re just some poor bastard trying to survive, make money, keep your ship running, and hopefully not blow yourself up because you assembled or started your reactor incorrectly. The simulation is incredible: atmosphere, pressure, temperature, electricity, gases, engines, reactors, character needs, economy, jobs, exploration. And yes, the game is difficult to learn. That’s not a downside — the complexity is a huge part of the immersion. For example, learning how to properly assemble and start a reactor takes only about 20 hours of real life instead of 10 years. Progress! I built my current ship completely from scratch, trying to create the perfect ship for every situation. It only took me about 100 hours. :) But the best part of Ostranauts is the stories it creates. I once accidentally inflated my ship to insane pressure with a turbopump while trying to figure out the airlock. My in-game mother paid for my visa to Venus. And during my first pirate encounter, I was sitting in my underwear desperately trying to patch a hole in my ship when a pirate broke in. I panicked, hit him with a screwdriver… …and accidentally killed him with one hit. That is Ostranauts. My biggest criticism is the graphics. The pixel-art style is dirty and visually cluttered, and sometimes it’s genuinely difficult to understand what you’re looking at or where things are. That’s basically the reason this isn’t a 10/10 for me. But underneath those pixels is a space simulation unlike anything else I’ve played. You can start over and live a completely different life, build a completely different ship, make different mistakes, and come away with completely different stories. If you love KSP, Space Engineers, Stationeers, or you’ve ever watched The Expanse and thought, “I don’t want to be Holden. I want to be some poor bastard desperately trying to keep an old ship from falling apart,” this game is for you. 9/10. Would spend another 20 hours learning how not to explode my reactor.
Its a tragedy this game is being released at 1.0 shortly. It needs a LOT more time to cook. The ideas are so phenomenal but the execution is just not there as things are. Basic functions in the game don't work reliably. AI is broken to the point where its easier and safer to just manually do everything instead of giving orders. Either that or get ready to reload the save because your auto-tasked character walked out into the vacuum of space without putting on their helmet, while you're in the middle of a salvage. Okay so full manual control it is. Except the art direction and UI make every moment a fight to do what you need to. The missions are bugged and randomly disappear. The performance is awful, even on a beefy computer. None of these would be deal breakers but apparently the game is being released as 'feature complete' in days. There is no way all the major issues are addressed in a few days when it hasn't happened over the years this has been in EA. It pains me to be so critical because there is currently nothing out there trying to do what this game is. Underneath all the issues is my dream space sim- one where you can pilot your own ship (complete with tactile switches and knobs), build and tinker with various parts, trade, fight, and basically just RP living in the Firefly universe.
Feels like the Sims got clobbered with SS13. An overall pretty unique and fun experience.
I just can't recommend getting it as is i am afraid. - The character creation sucks and is lacking features like presets and preset saving, which is not that major anyways, since there is one player model and no matter what it won't look anything like your character regardless of what you chose. It's not just a visual element, i just also dislike the element of randomness in a character creation. - The UI is awful. In fact, i think this has got to be bar none the worst UI i've ever had to deal with in a video game and i've known the dos era. The information is disorganized, badly presented, implies insane amounts of clicking, the (too) many UI elements have little graphic/logical coherency, it's just a terrible, terrible time dealing with it all. Sure you *can* get used to it. But it was just bad design that stuck throughout EA when it should have been scrapped and redone. No UI/UX person on board and it really shows sadly. Whether it be inventory, character information, terrain or anything else, you'll be trying to enjoy yourself in spite of it the whole time. - The game's whole premise is to foster a "theatre of the mind" (dev's words, not mine), but the entire NPC interaction system is just terrible. It's essentially the sims type of interactions, with no logic or coherency in interactions. It all boils down just standing like a chimp in front of NPCs you wish to engage with and spamming dialogue options until you get high enough relations that they decide to acknowledge your existence and give you what you expect from them. At no point this system even attempts to make sense and you find yourself chaining nonsensical interactions. It is *so bad*. - The graphical fidelity still gets in the way of readability on many objects and terrain. Beyond the aesthetic choice, it's just so low fidelity that one struggles to just make sense of what's on screen most of the time, and while in many games this sort of aesthetic can look pleasing when done right, this just looks unreadable, visually busy and unappealing. - The performance, which was a big problem when i first picked the game up during EA, has been improved, although i'm still experiencing memory leaks and major slowdowns with very little on the screen = Automatic negative review. Those leaks were identified over a year ago, there was ample time to fix them. - Feature wise it's rather rich in my opinion but content wise it's still rather devoid of content and sadly my understanding is that the dev simply had to push it out the door for lack of funds. In this game you'll find very little story-driven elements and hand-crafted narratives. What's there is good, but it's insufficient. For a sandbox game like this one, it feels very empty. - The soundscape is still very bland, which for a game purporting to immerse you, is a big let-down. - The game pushes you to hire a crew but the whole crew management/interaction gameplay (and especially performance, yikes) feels very janky. - Outside of the few handcrafted quests, the rest is typical sandbox busy work nonsense fluff and fetch-quests. Yawn. - Jobs (non handcrafted quests) tend to be buggy and break, leading players to decide to just skip this entire area and to focus on other revenue streams. So what's there to enjoy then? - The ship piloting feels excellent. - The scavenging, albeit repetitive as sin over time, is interesting. - Ship building is interesting to engage with and has plenty of features to deal with. - Exploring, although limited because again, world feels bland, empty and unfinished. - There's some measure of hope for this game as it features a steam workshop integration. - Murder investigations, if they weren't still as buggy, would be enjoyable as well. My hope for the game is that the dev keeps working on it to finish what was clearly not yet cooked and ready to come out of the oven. On top of that, i hope for modders to address the main issues of this game, first and foremost the unforgivably bad NPC interaction system, and if at all possible, the UI. As it stands though, do yourself a favor and do not engage until significant work is done on this title. It's a big let down for me and i'm sorry about it because i have a lot of respect for the Dev as a person, but this soured me on supporting their future endeavors a great deal.
Games like Ostranauts make me hate Early Access. I was really excited about this game when it came out. A hobo simulator from the creator of NEO Scavenger, only now in space? Being able to create, modify and dismantle ships in an open world sandbox where other space hobos went about their day, blazing your path through the galaxy, all in a systems-intensive, survival sim where taking care of your ship is as important as taking care of yourself?! Sign me the hell up! Okay, sure, it's in a bit of a rough shape right now, but it just came out on Early Access, I'm sure with time things will improve. And one year passed by. Two. Three. Six years Ostranauts has permanently been installed in my computer, always taking a peek after a major update, and always bouncing off hard due to very frustrating, elemental jank that would force enormous rollbacks to my save. Confusing UI; brain-dead AI getting into looping, nonsensical conversations; unintuitive objectives relying on poorly explained unique interactions. Over the span of months the developers would keep futzing around, fleshing out one ancillary feature while introducing 5 more bugs and while the rest of the core loop would remain a raging dumpster fire: AI ships colliding because they couldn't figure out the way to dock, NPCs acting completely randomly, entire stations decompressing, broken pathing... game breaking ♥♥♥♥ would keep getting pushed to the main version, and slowly but surely, reality started to set in: the game wasn't going to grow, we'd be lucky if the developers ended up making it playable. Ostranauts has barely developed through Early Access. It entered as barely an alpha, and it's leaving barely a beta. The only thing Blue Bottle Games has managed to do in this time is add fluff like missions full of scripting errors and vague, blink-and-you'll-miss objectives that you will never again be able to track once that dialog box closes, and even if we ignore the still very real colossal ♥♥♥♥♥♥♥ that can absolutely brick your game unless you roll back 30 minutes worth of progression, the core game loop is just not fun, because it's barely developed from the almost placeholder gameplay from 2020. Every single feature feels as ugly, unintuitive and ungainly as the gameplay itself. The game still feels like there's a ton of progression that either was never intended to be there, or that the developers gave up on. The difference between "space hobo" and "actually pretty well off" is minimal, as itemization usually boils down to "you have nothing" or "you have the best tool in the game because there's only one". Maybe you'll get a second, middle option if you're lucky. You can still collect all kinds of trash and put them in containers, boxes and bins, but since there's no crafting, you don't really have a reason to do so and it becomes incredibly tedious to browse through which bin has the bag that has the jacket that has your food. What worked in NEO scavenger to make you feel resourceful and crafty becomes bloated and purposeless in Ostranauts. The mechanical tinkering and systems management which was once one of the most exciting prospects when the game came out is for the most part reduced to a few increasingly flashy flavors of "on or off". Expanding your ship feels unsatisfying and clunky. Taking care of your character is a thankless, overwrought chore, with a billion little interactions that will keep slightly tweaking up or down a million sub-needs like "intimacy" or "self worth", none of which ever really amount to anything. You will never make meaningful connections with NPCs because interactions amount to little more than Sims-like random topic exchanges; and with quests being sterile, incredibly basic "this guy asks you to find this other guy and talk to him" affairs that require chasing down NPCs that will keep spazzing all over the place while trying to talk to them, Ostranauts fails to be a survival game, a sandbox game, an RPG, a builder, or a narrative adventure. It fails at everything. It is astonishingly bad, moreso when considering that its predecessor, NEO Scavenger, did actually a really good job when it came to progression, survival, and questing. For years I've kept hoping Ostranauts would actually develop in the direction it aimed for when it released, and yet it's going to "release" in what could barely be qualified as acceptable by the standards it itself set six years ago. It is a hollowed husk of potential ruined by a developer that has just been faffing around solving problems of their own creation instead of actually developing the game. It is a colossal disappointment, and a game that I'm truly sad to advise against. Do not buy this game. Even if worked like it should (which it doesn't), and even if it was fun (which it isn't), it's just an incredibly shallow, unsatisfying, frustrating mess of a game. 3/10.
Atmosphere and gameplay are ok'ish, a mix of FTL and Rimworld. nothing new, it does the job. The main problem is the graphic style, it is way too much (pixels, invasive and completely different artwork ...) all mixed together it is just awful and doesn't give a visual identity to the game. As a result you never know on what you are walking or what you are selecting. As soon as it gets messy, like on derelict ships, it's impossible to identify anything correctly. you have to click over every floor till to know what it is, and most of the time you misslick and select another element since everything is so pixelized you don't know where it starts and ends. The inventory and container system is also overly complicated to make it look like you need to manage it. In reality you can put a crowbar into your trousers pocket, scraps into a lamp,... everything is only taking one slot and not stackable, making sure you turn every containers into a pile of ♥♥♥♥. Also the interaction/chat system with NPC doesn't make much sense, a mix of RPG text-based chat with a tiny ass window you have to scroll into to do things. you have to pause every 2 seconds to read what is going on. Funny thing, televisions or radio dialogs are displayed directly next to them. That is the whole problem, everything is mixed together and so different (UI, arts, character, chat,...) that is doesn't blend well.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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