
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 625 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Surprisingly hardcore, suprisingly in-depth. If you like finicky physics and dumping all your in-ship atmosphere when moving some furniture, this is for you. Full freedom in building spaceships from parts you gather from drifting derelicts. A lot of fun. I haven't touched the social/relationships side of the game yet though.
<3
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Genres
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 626 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A unique fun game. Creativity and choice in what you want to do. I have thoroughly enjoyed my time playing and will continue to do so.
It's not perfect. I think there could be much better 3D modeling for characters and held props and the life simulation/conversations with NPCs is very rough around the edges for this being 1.0. More often then not they'll just wander away mid conversation or simply fail to give a reply, stalling the convo until it fixes itself. The prebaked responses get old fast, I genuinely feel like I'm just talking to the same person over and over again, no one so far really striking me as unique or memorable. Also the sprites used are pretty hard to identify visually at first, couldn't really tell what most things were at first glance without right clicking it or holding alt. All that being said, I really enjoy the concept and have had some fun so far. Just feel like it's missing a lot more depth/refinement/polish to truly immerse me in the world and characters. Hopefully this 1.0 achievement will fund the project a little further so these things can be overhauled. There's something truly great here, it just needs more time to fully get there imo.
zomboid without zombies and in space. the navigations of ships has no comparison to any other game. great.
Got this game a few months ago and have pretty much been addicted since day 1. It's not perfect, but it really scratches an itch few other games can. Prospecting wrecks while trying to stay alive while running into pirates, law enforcement, and meteorites is challenging. Then you've got trying to manage the gas and battery levels on your ship so it can actually be piloted and has the proper atmosphere. It gets a little easier once you can build and start up your own nuclear reactor. That's just the early game stuff...
i get why this game has mixed reviews. there is some truly honest to god awful ♥♥♥♥ in it. the developer quips need to just be removed (this isn't a marvel movie, i'm trying to take your serious setting seriously lol), the UI/UX/item management needs drastic improvement, docking and undocking takes way more clicks that it should, insane lack of verisimilitude for a 1.0 release (two bags the entirety of the game. you expect me to believe this literally solar system spanning society is reliant on TWO types of bags and theyre not even actual backpacks?) the tutorial ends abruptly after touching on just the basics. that last point is the most devastating, just like Kitfoxs other game Neo-Scavenger, most players are going to (reasonably) get caught up in the minutiae without ever getting to the "game proper" which is everything outside of the first area. the learning curve is steep and barely visible without context, but its there. each major location across the solar system is designed to teach the player something. k-leg, the first major area the player spends time in includes the aforementioned tutorial, but it doesn't explain ANYTHING about shipbuilding which is arguably what the entire area is supposed to be teaching you since you literally won't be able to get anywhere (not even to the outer reaches of the k-leg boneyard) without at least modifying your starter ship. that is the most egregious thing about this game. because if you can get past k-leg, then you really get to the bulk of the game. inner system travel teaches you how to use a torch drive both manually and with plots. venus introduces an entirely new atmospheric ship building system and ship racing. ceres makes you forget everything you've learned and build entirely for ship combat or mining. all of these areas are fun and even the story is kind of engaging... but it's all hidden behind a starting area that doesn't teach you the mechanic it requires you to master in order to "beat" it. that being said, if you put in the time and learn all these systems, it's great. nothing like coursing through the void beating your meat. no seriously, beat your meat while in deep space and see what happens.
This game is one of the best I have plaid in years. Its a super creative idea that combines a lot of fun intricate gameplay in a way that doesnt feel overwhelming. So far, I have focused on the salvage and shipbuilding aspects of the game. It can be played in a really relaxed way while still being spiced up by periodic thrills of real danger. If you enjoy custom-building fortresses or vehicles, deep-space themes, dystopian cyberpunk, and/or resource management I'd say you will find something to really love here.
Its a good game. Well, there a bugs. Many of them actually. Not release Cyberpunk 2077 but more like todays Cyberpunk 2077. (Fantastic game if you haven't played it, here's my cross game propaganda, play it ;) ) But maybe i just love these engineering type games too much, because even with those bugs i love this game. I spent 120 hours on my first play through and i am still going. In this game you start as a corp slave salvaging for fractions of a penny on the dollar of the stuff you bring the company. The main plot point of the game is to go from rags to riches so you quit your job take a loan and buy a ship (there are a few starter ships, some better than others). Now that the character creation is over you are let loose into the scrapyard yourself, get into your ship and start scrapping derelicts, the game features a 2D landscape that you can move around in, Flying your ship feels nice, managing the relative velocity to your target with the fuel you have sometimes needs a bit of planning, in the early game inconsequential but once you learn to love some of the other less used modules (well get to that later) and your ships get bigger (that also comes further down), planning and executing a boost that will change your trajectory to reach your target in a more favorable angle a long way later is a nice thing and feels cool to execute. Once close to your target (5km) you can then dock where you need to line up with the docking port of the to be docked ship with your own docking port, then clamp to it. This can prove rather difficult if you have a lot of cross-velocity trying to push you off. Looking at you VORB, you will get what i mean if you play the game. NOW we get to the really cool stuff, building the ship up. You have a basic ship that has life support (hopefully, not all do) When you enter a derelict you can scrap it for parts (this is the main way to do income early game and kind of your job to yourself), later new avenues of income open up but for now its scrapping. So grab your tools board a derelict and start unscrewing those juicy parts (dont forget your trusty pressure suit), like thrusters, nav consoles, fuel intakes, gas pumps, scrubbers and sooooo on... but now the magic happens. You could sell these for credits BUT you can also just build them into your own ship. This is the part i love most and is A if not THE core aspect. So grab some walls some floors some conduits for power and start expanding your own ship, just remember that more mass needs more fuel to move the same distance in the same time, but usually comes with more space so more salvage. First thing you should do is if your ship does not have an air pump with an oxygen canister attached to it, that first, definite that first. Besides that the sky is your limit, or the space in this case? Irrelevant. Let your creativity out to create a ship, that is not only nice to look at and useful but most importantly it is yours. Its not like where you buy something like a vehicle in another game where you choose between 7 rovers that all have the same stats, You can custom build the ship. You build what you need, you can create specialization out of generalists. You do the walling, flooring, cabling, every machine in there is for you to build where you want. It is YOUR ship when you're done. Things like the NAV console, the navigation terminal is a board where all modules on it are - well - modular, you can rearrange, remove and add new modules to it to create a layout and functionality you like. Some modules are essentially useless in the early game, like the time advance view of the solar system, in the early game serving little use but it becomes a vital tool for interplanetary travel. The reactor, Perhaps one of my favorite things in the game, the modular reactor (the parts used for its functionality are) by objective standards not the greatest and in-depth part of the game but i have a weakness for such machines. Knobs and buttons, so many knobs and buttons. While operation is simple and takes 10 seconds max once you're just going through it on a routine, it feels nice to generally press these buttons in the whole game actually and turn dials. If you get into interplanetary freight, remember that thirteen helium-3 tanks and one deuterium tank is the ratio that will get you the farthest, i read 12.7 : 1 to be more precise. Lets talk about a part i wish was more fleshed out (besides the fusion reactor mechanics), logic. LOGIC, in the sense of, Machine A do this when Machine B does that, example: Oxygen pump turn on when oxygen sensor triggers alarm. This is about the depth of the logic system, there are wire boxes that allow for logical comparisons like "AND" or "OR" but the applications are currently limited, you cant for example wire it to a door to get a signal if its open or closed to create automatic airlocks. Which i find a large missed opportunity. I should mention there is AI crew you can hire, buuuuuuut i dont have enough experience (2 minutes before reloading a save) to talk about them. But what i can say is that there is a social system in the game, it is a life noir after all. So maybe besides helping with work they can be of use as emotional sandbags too. I am in the mid to late game i think, I left scrapping behind and now do interplanetary bulk freight (one of many other ways to make a living). While solo is probably not the intended way to play the game, it is the way i choose and its working out good enough :) Thanks for reading :3
While I like the bones that are here. Starting out is brutal. Figuring out just where to go to even sleep is not explained in any meaningful way. Then the door are bugged and you will occasionally just go hypoxic for no reason. With that out of the way, the core game loop is just too frustrating currently. The amount of time you have to spend asleep vs actually working is MASSIVLY off like by a factor of 10. The day goes by way way too fast. I could get 20x the ammout of work done in a day that this character does.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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