
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
I've enjoyed the game so far. I don't agree with the sudden 1.0 release though. Story lines are unfinished. Place holders. For example. The transit map clearly had a lot planned but it seems they just put literal tape over the location names and called it 1.0. There are also issues that have been around for years. I checked out the discord also... hundreds of unanswered or brushed off bug reports. Seems to be a mod in there that dismisses(with humor) players genuine concerns while putting clown emotes on any bad reviews that are piped into their server. Surrounding yourself with this type will only end you up in a echo chamber
this is a tough one. i like the concept. i like a lot of what's going on here. i played it a fair bit, and while it was sometimes repetitive or compulsive, it wasn't obviously unpleasant. i think the high-level explanation of my ambivalence is this: beyond the things that a player is actually doing, the game is very very interested in mechanically simulating things that are not rewarding to simulate at this level, and it spends most of its time and effort doing that instead of on content that it is rewarding for the player to deal with. the gas pressure and life support focus is a lot of detail spent on something that would be better-off abstracted. managing the sims-like emotion bars with a contentless repetitive conversation system is real bad. salvaging derelicts is fun the first dozen times, but it does become dully repetitive. likewise with the various kinds of gigs. the storylines are fun enough, but they're a real minority of what you're likely to do in the game. building ships is pretty brute-force and kind of a headache, given the crudity of the tools to do so. likewise having a crew. i dunno. i dunno what this game was originally intended to be, but i liked NEO Scavenger quite a bit, so i was very interested in more from the dev. i feel like the quite long early access period was spent building all the wrong things out from a concept that was more interesting beforehand. anyways. if you want a lot of money, just fill a dolly with backpacks and fill the backpacks with meat.
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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
this game could be cool but it needs time to cook the good - flying is fun - fixing a ♥♥♥♥♥♥♥ to be something good is fun - taking a ship apart is fun - learning what's worth selling, keeping, or selling is fun - the gig system is fun - the pda has stuff like an in game timer and notepad the bad - the build planer feels bad to use - the pda takes up the left half of the screen - the AI has a stroke when following the build planer (will often go outside of the ship when it can be done on the inside) - when building a ship the whole the AI will take one lose item at a time even if it stacks (pick up one floor, drop off the floor, pick up one new floor, repeat) - most items that can stack will not do so if the durability is not the same (a 80% floor doesn't stack with an 81% floor) - stolen ships have a 10 second delay when you enter the pilot seat - barter zones don't work on stolen ships - for a stolen ship to be "yours" you need to buy it - you cannot own NPC ships
The space privateer sim I’ve been waiting for since the 1990s
Great concept, the initial and core loop is kind of satisfying and interesting enough. It really did scratch that itch of being trapped inside a worn out spaceship controlling oxygen levels, pressure, etc but after a few runs where you have to dismantle derelict ships for parts to sell, it quickly turns into a chore. Also, everything else feels half-done, the combat UI is horrible with a barebones combat log with no proper feedback to what is actually happening. The NPC interaction mini-game is one of the most unfun systems I have ever saw in a game. I would recommend buying it only as tech demo, as the game is clearly unfinished and was pushed out the door with a 1.0 tag on it so the dev can call it quits and move on to other projects.
I bought this game a long time ago because I saw the vision the developer was wanting to build and I wanted to invest in it. I played for the first time since announcing the 1.0 release. Unfortunately, I can't recommend people get this game if this is what the developers consider a full release. The game is supposed to be a gritty "life simulator" game where you're a poor nobody living in local space who finally gets a chance to escape the drudgery so that you can, finally, start to make a business for yourself. The game advertises scavenging derelict ships and finding rare and valuable components--there's no diversity in components. A thruster is a thruster, an antenna is an antenna, etc., there's only one variation of each ship component. There are systems in the game that are completely unused. I cannot tell you why I need to have a social life, it doesn't seem to affect anything in the game. Not that it matters because you can't customize your ship into a unique space to call home or anything. Combat is terrible. I've found it much easier to exploit a bug and take the CO2 scrubbers from enemy EVA suits. They'll pass out from CO2 poisoning soon enough. There doesn't seem to be anything to actually *do* in the game besides repeat the same repetitive docking mini-game, uninstall components, drag them across space (you literally drag them as if you're in gravity). There's no piracy or policing or station/colony development. There's nothing to this sandbox of a game. If this is what the devs consider 1.0 then I recommend people keep their money until a lot more content has been released.
At present, in its current form, all of the game's flaws worth noting are a result of frankly terrible design choices that should not have seen the light of day. Inventory management is a complete nightmare first and foremost, with the very concept of organization being a mortal enemy of the devs. Imagine if you had a book case. But Despite being as all as you, that case only has three shelves. And only one book can be put on each shelf. This is literally how the inventory system in the game works. Which is funny, because a 1 meter tall shelf has LESS of these "slots" than a pair of overalls. That's right, your jumpsuits has four slots. MORE FREE SPACE than a literal industrial storage rack. The overhead bin on an airplane that you can fit and entire suitcase and some extra luggage inside of? Six slots. Wear a pair of cargo pants, you'll get like ♥♥♥♥♥♥♥ TWELVE instead. ALL logic in the game follows this ridiculous philosophy. The "trade off" for wearing normal clothes with pockets like a sane person instead of only moving one single toothpick at a time? You can't wear a space suit. At all. Not even "put it on over the clothes." No, you can't just buy a bigger pair of pants to wear over the space suit, and god forbid you just add pouches or a fanny pack to the suit you filthy heretic. Your suit can only have two slots. The bare minimum you'll need for your tools is three. Do you want a coffee machine? Too bad. You're barely tolerated being allowed to interact with them, let alone just buying one. Why? Because they just decided you don't deserve that privilege. Do you want to salvage ships like the game advertises? ♥♥♥♥ you. You have to deal with random supernatural magical ♥♥♥♥♥♥♥♥ because the devs wanted to shoehorn in their own homebrew SCPs. There's supposedly an entire system for investigating and solving the death and potential murders of unlucky bastards who die on ships you're salvaging. I wouldn't know, because I've been completely locked out of it by literally every single corpse invoking this supernatural dickery. You didn't ask? Too bad, now ships will randomly have giant tumors on them that may or may not try to kill you like cancerous amoebas. The AI lacks any more sophisticated logic than taking the shortest route from point A to B. Regardless of any objects that they might fatally collide into when going as fast as possible at all times and costs. It's so bad that the docking system is forced to teleport objects and ships into position when they get close enough. This more often than not has unintended side effects, just as teleporting a third party ship in-between you and another ship you're trying to dock with. Or ALREADY docked with. Have fun with the ensuing G-mod style cacophony . And on and on and on it goes. The best way to describe the game is as the middle ground between Rimworld and Barotrauma, but with none of the clever techniques that really make those games work. It's a good game, and you'll enjoy yourself if you're extremely patient. You just have to be able to tolerate the fact that the game does not respect you or your time in spite of the money you've given up for it.
[h2]A great core idea but with an underbaked release[/h2] I've had my eye on this game for a long time, deliberately holding off until it was finished. So I was thrilled to see it hit 1.0 a few days ago, and with a sale on top of that I bought it immediately. The recent mixed reviews gave me pause, but I didn't pay them much attention because I wanted to finally experience the game for myself. In hindsight I probably should have listened, because I now find myself agreeing with the consensus: this is a very underbaked 1.0. And I don't just mean bugs, of which there are many. You can tell while playing that a lot of features were built to about 20% and then left there. Space navigation. It's genuinely very well done and enjoyable, and it's the one part of this game I have nothing bad to say about. One example that stands in for a dozen: I have a zone full of building materials, a cart in my hands, and a blueprint waiting to be filled, and my character will deliver the materials [b]one at a time[/b], despite correctly using the cart when I explicitly tell him to haul. These systems are just plainly unfinished. My read is that the devs got overly ambitious and tried to implement a lot of different things at once instead of going vertical and polishing each set of features before moving on, until they hit some kind of wall (money ran out, publisher pressure, burnout after years on the same project, who knows) and ultimately labeled this a finished product. The NPC system exemplifies this. Hiring crew, but also just talking to station NPCs to handle mood requirements: something I thought was really cool for the first two minutes and that turned out so bad I wish it simply wasn't in the game. Contrast this with something like Project Zomboid, where the devs pulled NPCs entirely because they weren't satisfied with the implementation, and shipped narrow but fully polished slices with each release instead. That's the discipline this game needed, rather than forcing a broken system in. [h3]Where that leaves me[/h3] Exactly where I was trying not to be by waiting for 1.0: enamored with the premise and creative direction, but frustrated enough with the state of the game that I can't enjoy it without getting mad at some system not working properly every five minutes. The devs have promised at least another year of development, and I hope that means more than a few bugfixes, because several systems urgently need more love and attention. As things stand I can't recommend it to new players, partly so nobody else walks into what I walked into. Wait 6 to 12 months and see where the progress is by then, because whatever labels are used, [b]this game is still in an EA state[/b]. [hr][/hr] [h3]Software engineering side note[/h3] I've read the dev's post about not wanting to use generative AI for coding tasks, and everyone is free to work how they please, but as a software engineer I think it's a self-inflicted wound. Getting half-finished features across the line is exactly where these tools are strongest. Hardcoded text strings apparently blocking localization is a couple of days of work at most with an assistant scanning the codebase for them.
Extremely buggy. As if game breaking bugs weren't enough; I hope you like your save files randomly corrupting, for no reason at all.
I closed and refunded as soon as I had to choose a pronoun for my character. I signed up to play a space salvage simulator; not a body dysmorphia/mental illness simulator.
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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