
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 2,515 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 629 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly, Astronaut: The Best is a total trip in the best way possible. Managing a bunch of delightfullly incompetent recruits while dealing with absurd PR crises and ridculous political demands kept me laughing the whole time. It’s wonderfully weird, chaotic, and almost impossble to put down once you start a run.
I bought it when it was in like 0.1.2.1 or something like this. Back then it was buggy as hell. It felt like a pulp of features mixed together with no solid project in mind. But I wanted to like it, so I decided to wait for the full release, with way less bugs, more content and especially a better tutorial which shows exactly how this game works. I was happy at first when 1.0.0 was annouced, but I quickly noticed that almost nothing changed in terms of my complains. This game is a mess. And my biggest complain is that it feels like the author has ADHD and randomly created a very detailed feature, without explaining it anyhow. For example, something that simple as talking to NPC, I have no idea what's going on there, and the game doesn't explain it either. I can easily tell that this game is unreasonably deep in some mechanics (like a talking to the NPC mentioned earlier) and at the same time straight up shallow in some other places. In my opinion the tutorial should be a few hours long, like a campaign that guides you through every mechanics this game has to offer. Not just a basics of scavening, even if that's the main core of the gameplay. I can't recommend it at it's current state, IT STILL FEELS LIKE AN ALPHA VERSION. But I put huge hopes in this project and will try it again some time later. I hope my review will change next time.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 630 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game is convoluted but fun. In this order: Get more ship batteries, then get an EVA suit to replace your pressure suit, then get more batteries for your welder and start working on acquiring tools you don't own yet, then start expanding your salvage vessel. Lastly, It's semi-stable on GameNative. This implies full steam deck compatibility. If your cursor disappears while using the controller, rebind your left stick to mouse control, as the game operates just fine in this manner
An interesting hard sci-fi shipbreaking RPG. A little obtuse at the start, so read the tutorials. The folks in the game's discord are quite helpful.
Game is very deep and from what I can see there is a lot to do. There is almost zero handholding and a good deal of realism included so don't expect to pick this up and be in a flow state within the hour. But that also means you have a huge sandbox which some people will really like. I can clearly see some flaws and dead ends here but it's in a pretty good state overall.
The idea of the game is great, i supported with early access a long ago and I returned to it with every major milestone, but very disappointed in 1.0 The problems are: there are too many things that do not work as intended or are just plain bugs. The core loop, at the start at least, is - find ship -> disassemble ship -> sell parts -> complain that you don't have money -> repeat BUT - the automated commands for disassemble, build and haul to hangar zones do not work well > they are laggy > they are buggy: you unistall a wall that had a power conduit in it? If you give the command Haul restricted to electrical things, the wall gets hauled in the elettrical zone of your hangar too. And so it's with a lot of other things - After the first one or two ships you have to use the automation IA of the characters to do things, but it's simply crap as: > it prioritize things in a non easy to undestarnd way, and there is no control over its priorities > it's buggy: it get stuck doing the same things, it takes in game minutes to figure out what to do Then also: it's a sci-fi building / exploring game and you have to manage your resources and keep track of items... but there is no way of knowing things like > My ship consumes 70W, ok: which part is draining power, how can I manage that? i cannot know, and the simple answer is just power down thing MANUALLY when you dont need them. I'm building a spaceship, but i don't get basic logic circuits to manage it. Like: i'm docket at port -> power down air systems or navigation or whatever. The Fun would be building those systems and see them work or fail. If you give building capabilities then... you have to have them, you cant just have a middle ground. I really hope they improve this basic mechanics as they really bug the the whole game which is good
blows away my mind how can someone come up with a game this good
Just yes.
This game is not for everyone, many systems are unintuitive or frustrating, and others are buggy or unpolished. However, I have put 200 hours into it, and can say that it scratches the itch for a complex space game with customizable ships and living quarters. It could use alot of polish, and I must say that I think 1.0 could have been put off until that polish was there, but if you are patient enough the game is pretty relaxing.
I'm having a blast with this game. It's partly chill, partly hardcore with deep unintuitive systems and complex interactions. When I saw all the negative reviews with 1000+ hours I knew it had to be a good game. 20 hours in and I feel like I've barely scratched the surface.
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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