
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Updates
Engagement
Reviews
Themes across 623 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really big shame, I was super excited for this game to be finished but their final release state is just ridiculous. To give the clearest summary possible, typing 'version 1.0' does not actually mean a thing is now 1.0. The game isn't finished, and it almost explicitely tells you that it isn't finished. Most of the map is still placeholder stations, the only fully fleshed out and finished areas seem to be OKLG, Venus, and MAYBE Ceres. If you dock at a station and the text pop-up ends with 'maybe someday pilots will be able to do more than trading,' that is the game telling you 'this is not a finished area.' My question is, if more than half the stations aren't finished, how is this a 1.0 release? How do you go from version 0.15 to 1.0 when you have so much more work to do? Imo, just call 0.15 a 1.0 version and remove the 'early access' tag. The AI is still bad, they will choke themselves to death in space suits, if they are auto-tasked to haul stuff when their hands are full they will walk to the item and then cancel the task (because they don't know to put down what's in their hand/s,) there's no category for zones separating parts and whole ship pieces ('I want to put electronic parts like motherboards and scrap here, but I have to pick a category that will also cause the crew to haul whole computers and batteries that I don't need.) Relating to the above, the person-to-person combat and station security desperately needed more done to it. You can kill an entire station by venting the walls and then just fly off. If security dock with your ship to fine or arrest you 99% of the time you can win the fist fight with them and act like nothing happened. I guess something that would've fixed this is giving the security forces' ships some kind of weaponry, but frankly what REALLY needs to happen is adding more to the personnel combat so there's more challenge to different fights. Security forces having a partner, or adding in armour items, or adding more combat moves, etc. Piracy, or the piracy I've seen, has been some loser on a derelict with brass knuckles popping out and saying 'cough up the goods' before they're ventilated with a pistol. Like, lol, what? I haven't once had difficulty with personnel combat in the game thusfar. Even if there's more to it later on, I do not believe 65 hours is not long enough to see things pick up. Optimization is bad, randomly, for reasons I am completely lost on. The game will enter into a massive slowdown, or refuse to save, or freeze, or take forever to save. When you're on max speed torch driving on a 4 day trip, if you enter these slowdowns the AI can also freeze and cancel their own auto-orders. The gameplay loop is fun, but poorly implimented. The game effectively says you're a salvager, this is technically true and technically false. You START as a salvager, but this stops being worth it as you get later into the game. At bare minimum you need to be a space trucker once you get a torch drive, the time investment vs profit of salvage compared to cargo incentivizes cargo. Bounty hunting is in the game, but to do it you need to buy weapons, which are only sold at some stations (which are still placeholders,) and they are far enough away that you won't be able to get there for literal days of playing the game. After 65 hours, I haven't been able to get into ship combat at all. It's an extremely weird thing, when there ARE many systems in the game, but you won't be able to see them for days of irl time and need to go to unfinished parts of the game to get what you need to engage with it. Personal gripe this time, but I really wish there was more horror/supernatural/strange elements. Someone could argue they're there, but rare, but I'd disagree. There is one major event early on, and once its solved you won't see anything. Atleast, I haven't seen anything else. I haven't finished the main storyline, but I still have criticisms here regardless. Without spoilers, there has been very little story crossover with the game mechanics. Only the meat storyline affects the game that I've seen. To emphasize, I've played 95 hours total, 65.8 since release, and one storyline actually introduced something that affected how I play. I understand Neo Scavenger also used text screens for its story, but this game isn't played the same way. Combat is not done through text screens, exploration is not done through text screens, conversations are not done through text screens, it's done in a pausible realtime. Maybe there's something that happens later, I've read a dev message that it does, but if you're only seeing something once 65.8 hours in then I'd dare say there is not enough stuff in here. Anyway blah blah ramble ramble the game just isn't finished. You can still have fun with it but you should consider that before deciding whether or not to buy it. It came out of early access from a 0.15 (or 0.17? can't remember) version and it shows.
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Stats
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 624 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's unfortunately just not that fun for the amount of effort you have to put in, and plagued with bugs and performance issues. It's been a delight jumping in every now and then to see what has changed (I purchased this the day it was available in EA, having had ridiculous amounts of fun with Neo Scavenger - and I don't consider the money "wasted"), and it's not flawed because of a lack of passion or drive. It's just one of those titles where the stated vision never quite truly eventuated in a way that lived up to it for me, which is a shame. I'm not adverse to complexity! I've spent hundreds, thousands of hours in Paradox titles and games like Terra Invicta. The core game loop is - in theory - something I'd enjoy, but the interface and implementation just kills it for me, and the move to 1.0 means I've got to judge this "as is" and I can't say I'd recommend it. Your milage may vary.
As many people have said already this game isnt just half baked, its downright raw, Six years have been poured into this game combined with what i guess was Publisher aid and even then the delivered product is crawling with bugs, Its an experience that i desperatly want to love but i just cant, a lot of goodwill has been burnt with this release, even with the promised "sunset" major update with no due date the picture is pretty grim and it looks as if it will be the modding community that will have to save the game a la bethesda which is honestly deplorable.
Not a big fan of y'all banning someone for "misinformation" because he has the apparent wrong opinion on the games current state. I haven't even experienced most of the reported issues yet but there's so many quality of life thins that should just be plain obvious to fix years ago (thank god for modders so I can simply haul what I uninstall without having to micro). Not to mention talking to NPCs seemed buggy, but I figured it was a one off issue, now that I read it's a common occurrence and apparently recommended to just not deal with them? How is this 1.0 worthy. It certainly actually feels like a game unlike the early days, but it seems to need more than the one year of support it's allegedly even going to get.
Sadly not the game I was hopping for: It's just a bunch of unrelated features thrown into a mix with a bad 2D space engineer rip-off. Systems such as NPC interactions are completely meaningless and boring. The game is not challenging at all. And you'll never be sure whether it's a bug or just not programmed into the game. On one occasion, I had two NPCs die at the K-Log port in front of a kiosk. None of the other NPCs reacted to it, and the bodies were still there hours later. Another example of this abysmal game design: I boarded a neutral ship above K-Log, and the game indicated that this was a hostile act with consequences. However, neither the pilot nor anyone on K-Log recognised this. Even after killing the pilot and selling some of his ship parts at the port, nothing happened. It feels like different mechanics have been thrown together without any real purpose.
This is one of those really difficult reviews where I wish I could give a more nuanced rating than "yes" or "no", but I have to lean toward "no". While my hours are inflated (full hours get added up from if it was running when you enter/exit your computer's sleep mode), it's absolutely been something I'd come back to repeatedly, so if the question is "will you get ~$16 of entertainment?" the answer is very probably "Yes". However, the game has MASSIVE flaws, and ultimately it hasn't changed much from the state it was in even like 4-5 years ago. I've seen a lot of reviews go into detail about issues with the AI, and while those can be real I think a lot of the discussion there is kinda missing the bigger picture: [b]This game has no point.[/b] Gameplay for you if you've started is gonna feel exciting! There's so many wrecks to go explore, if you have a keen eye you might notice a couple (as in just two...) nearby-ish areas worth checking out, and you'll probably find yourself in a pretty initially satisfying loop of scrapping ships for valuable components to sell and improving your own starter ship a little. Then you might start trying to flip ships to make some serious money sooner, or to at least be less dependent on OKLG since there's literally no sources of electrical power other than fusion reactors or buying it from a station. Now the game will have started to feel a lot more grindy, especially as you start to realize how many systems just aren't deep at all... except maybe deeply repetitive. But alright, you're making money and maybe hired an NPC and you've been micromanaging twice as much as before because their autonomy sucks and the tools to give them specific orders suck (you can't even queue orders except in a very specific way that has no priority or order and might result in them deciding it's time to nearly smoke themselves to death in airlock instead of working). But hey, now you've got the cash to pay off your debt and afford fuel for the fusion reactor you've built by now! It's time to go torching across the system! And hey, there seemed to at least be one quest that had actual story to it instead of being FO4 infinite quest tier, over at The Flotilla, maybe the world's gonna finally open up now and have so much more depth! Oh. [i] Oh... [/i] It's about here where, after journeying for a few days to Venus or Ceres, that feeling is going to start to creep in. You'll realize almost nothing is really different -- that every station feels exceptionally sterile and lifeless, and while there's a few tiny scattered bits of content you can try to participate in, there's somehow even less story content there to capture you than NEO Scavenger. Anyway, that probably does an adequate job of describing my main gripe with the game. Because, see, It runs well, it's truly cool how some systems can appear to have depth at first, and while there's massive issues with AI you don't really have to engage with them at all. Even with flaws like the AI, you can make some use of a crewmember by just keeping them on permanent repair duty inside the ship or just treat them as an organic sex doll + chatbot combo to keep your captain's moods up. Not that the moods really matter almost at all. Well, I guess even when saying it's cool, I can't avoid discussing flaws, huh! Same as I could discuss how cool the travel is... until you try docking at venus and realize the values you're provided are super wonky and there's very little in the way of orbital info provided to you, making docking a continuous-thrust sort of affair that somehow just feels deeply *wrong* speaking as a long-time player of games like KSP, COADE, Orbiter, etc. Aaaaand then it always comes back to that sterility I mentioned. Every station feels empty and lifeless or just populated by ants, 99% of the apparent quests are totally sterile and literally lacking even distinct flavor text while the remainder aren't nearly common or deep enough and feel totally detached from all the systems you've otherwise been engaging with, and even the few legitimate additions compared to a few years ago like ship combat are just so simplistic and easy and hardly feel satisfying since they really don't feel meaningful on much of a level and tend to just make you realize that even on a systems level this is a game that might have 2 or 3 parts for something where another game might have 10 or 20+. Maybe some day Modders Will Fix It (tm), but I really don't think that seems likely. It's a great concept, but the execution is deeply lacking and frankly kinda lazy given the dev-time. If Dan ever reads this, I really don't wanna crush your spirits man, there's a reason I've still played the game probably something like 60-80 hours as of the time of the review, but this just feels like a game that could have been done significantly better instead of basically being released at a state that really feels like an Alpha or Beta build deeply in need of more content and depth. btw since some people have complained about performance, check my attached specs, my hardware absolutely isn't supercomputer tier and it runs just as well even on my thinkpad, I DO think the dev's done a pretty nice job on optimization.
It's not a 1.0 release it's barely and 0.15.0 ultra raw beta UI is the absolute worst pisswasser, as well as companions system. you WILL know the dysphoric hell of constantly, manually sorting every single piece of trash, absolutely everywhere. systems that were implemented to help with it are working so atrociously bad, they are almost unusable.
Originally I wasn't going to write this review, but after seeing a few other reviews, I think I'll weigh in. Especially since one of the reviewers was banned from the Steam forums for this game, then muted on Discord for trying to discuss the game's issues because he wasn't stating "facts." Before I start, I've been a big fan of Blue Bottle Games, remembering back when I was a kid and playing NeoScavenger. It's a great game, one that I plan to play through and actually beat now that I'm older. I don't think that game can really be improved upon. So, good work! Understand that I'm not coming at this from a malicious angle, I'm just disappointed that you slapped a 1.0 sticker on it despite it not being remotely complete. [hr][/hr] [b]Here's the facts, Blue Bottle Games.[/b] Your game is broken, it's as simple as that. Not broken as in bottom line unplayable, but broken through attrition, these bugs stack together to make the experience unbearable over time. [b]The EVA Suit Glitch[/b] One of the bugs I can prove: if your game autosaves the moment your EVA suit breaks, the game still thinks you're wearing it. Put on a new EVA suit, and now the game thinks you're wearing TWO, doubling your slowdown. This bug has apparently existed for years with no fix. I worked around it personally using the givecond console command to force my skill to max so it's more bearable, but the game still tracks it as a skill based penalty, meaning I still suffer a 50% penalty even with a real EVA suit on when heading into the void. This game is, in no way, in a 1.0 state. I haven't reached the outer planets yet, but from what I understand and have read online, they're just placeholders, copies of stations you've already visited. How is that 1.0? [b]Crew & Management Issues[/b] [list] [*] The management system itself is clunky and poorly implemented. [*] There's a battery glitch that was stated to be fixed, and was for an hour, but broke again. Once a crewmember swaps a battery, they just drop it on the ground instead of storing it. [*] Install a treadmill or any workout machine, and crew will use it even while smelly, tired, or needing to handle social needs during downtime. The bigger the crew, the more micromanagement this creates as I don't want all my water gone from random times in which they decide to clean up, and that's IF they decide to clean up. Often, I find myself forcing them to clean themselves so they get less depressed, only to have to do it again because they keep running on that treadmill. [*] Crew sometimes won't auto do tasks even with the option enabled. Example: I airlock onto a derelict ship to disassemble walls, floors, and conduits. Despite being scheduled, they'll use that STUPID treadmill instead of working. You have to manually assign them, send them out, then re-enable auto task. [/list] Yes, I understand the roster system. Yes, they have the right equipment, charged batteries, filled O2 tanks, helmets on. Yes, they're cleared to do everything. This isn't a misunderstanding of the game's mechanics on my part. It's a failure on your part to make crew reliably search for jobs to do. [b]"Realism"[/b] [list] [*] You just launched a bounty system with no convenient or realistic way to subdue or incapacitate NPCs for extended periods. This is especially frustrating since some bounty targets are required alive. [*] You can put shoes on the wrong feet, with no visual cue for which shoe goes where other than the description. Both shoes visually display as "right" or "left" boots despite not actually being so I'm blanking which direction they face at the moment, but if I remember correctly, they all face left. [/list] Very realistic, ty. But what really bothers me most as a longtime fan is your disregard for people clearly raising issues, like me, and then silencing them. It's a shame, and it's beneath you as a whole. [hr][/hr] TL;DR: Don't get the game, it's been six years into development, people with concerns are being silenced, and it's riddled with bugs that eventually break your game rendering unplayable. Also, for some reason, a single save can get as big as a gigabyte, idk why.
We need chinese!!!
This game isn't done. I cannot recommend buying this game until they show that they'll actually finish the game. This is a really good Early Access game. It is not nearly as good of a finished game
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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