
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
The best space junker sim I think I'll see in my lifetime. Until, of course, my brainscan crammed in a robot body is sent to scrap hulks in lunar orbit 100 years from now
Ostranauts is definitely not easy to recommend in its current state as of 1.0. It's got jank and a lot of half-baked features, but the hard sci-fi elements of salvaging, building and piloting ships around the solar system is fun enough. Traveling long distances feels equally rewarding and risky, as lack of preparation, improper planning or a piloting mistake will leave you stranded. That said, you'll probably get a more complete experience if you wait a while for more patches to be added and mods to be developed. Here a few things that I dislike about the current state of the game: -NPC interactions. I like the idea, but interacting with NPCs is just bland at the surface level once you understand the minigame. There is hardly any unique dialogue outside of the rather few story missions. -Speaking of missions, NPCs will randomly ask you, a seemingly complete stranger, to do a task for them that involves finding someone, talking to them (beating them up first being optional sometimes), and then traveling back. The "someone to find" is random and sometimes on a completely different planetary body, or in my case, driving a police patrol craft in deep space 1.2 AU from Ganymede, where they should have been stationed. Oh, and there is no reward for these, so I'm not really sure what the point is. (The actual story missions are neat, but few and far between.) -Lack of ship VFX. We're under thrust using a torch drive burning at 4gs spinward, yet ships have no visible drive plumes. -Stats of ship components are not visible anywhere. For example, the mass and durability of walls and floors vary based on the manufacturer, but this isn't listed anywhere in-game and cannot be viewed outside of obtaining a mass scanner plugin for your PDA, which you probably won't find until you've already added on to your ship. This applies to basically every electronic item in the game too. -NPC crew member controls. During scheduled work time, NPCs will often ignore orders and just do whatever the hell they want. The only way I could get them to stop "studying" on the computer I installed in the break room was to unplug it during working hours. Also there needs to be global orders you can quickly give that override other activities, such as "emergency repairs" and "secure for maneuvering" (to you know, get in a crash couch before they are crushed to death.) -Lack of advanced hauling/bartering zone controls to let you specify exactly where items should be stored, and for NPCs to actually haul items to be stored there. Currently, if I purchase scrap, it ends up in my fridge, even though the fridge is set as a "food only" zone. The opposite happens too. -Physics simulation is a little too simple. It doesn't matter where you put your thrusters or where your center of mass is, the ship behaves the same regardless. Aerodynamics is determined entirely by mass and how many heavy lift rotors and aerodynamic hull parts you have, not necessarily the shape of the ship. There is no explosive decompression, and atmospheric flight using heavy lift rotors needs a pass. (Specifically, you have to have an even number of clockwise and counter-clockwise spinning heavy lift rotors, otherwise you get stuck in a death spin. There is no way to change direction other than unpowering and repowering them.) -Inventory is just weird. You have a space suit, but no specially designed bag to carry stuff around in while in a space suit, so your character has to occupy a hand by dragging around a backpack permanently. -No way to automate putting on/taking off a suit. Until a person spends enough time in a space suit (upwards of a month from what I can tell), they suffer a severe work speed penalty. -Lack of proper airlocks. You're always briefly leaking atmos when crew enter/leave the ship because airlocks are effectively two doors put a few feet apart, with no way to "cycle" airlocks. -Lack of crew retention and benefits. Crew are paid a pathetic amount daily. You could be bringing in millions in a trade run, but they're only getting $250. Micromanage them too hard or don't meet one of their needs (which are somewhat obfuscated), and they'll just up and quit on you, and there is no way to give them a higher salary until they decide to quit. A way to reward hard work (because crew do slack off)/match their pay to the skills they've developed since joining, and maybe even a healthcare plan to automate the treating those nasty blisters they got when your ship suddenly lost pressure and their skin boiled would be a really nice addition. These are just to name a few, and thankfully, there are a few mods that can cover some half-baked features and IMO should be included in the full game: "Ship's Water" - A mod that adds water tanks, showers, waste water storage/processing and the ability to bulk purchase water. Otherwise, you're filling up bottles in slowly recharging sinks on stations, or tediously buying containers of it. Crew need to drink and bathe with water with or without this mod, but this makes managing water much less tedious. This is seriously a "must have" mod. "Uninstall and Haul" - In Vanilla, when you first dock with a wreck, you can run through and mark anything you want to salvage in-tact with an "uninstall" order. Unfortunately, you will then have to order it to be "hauled" back to your ship after the component was uninstalled. This mod adds a combined order that will save you a ton of time and needless tedium.
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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
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Can't rotate the player camera, can rotate the ship camera! Pardon my French but, what??? "Undock, rotate, re-dock" says the developer. That would be splendid, were I not too poor to pay the undocking fee. I've had Ostranauts on my wish list for a while and I was hesitant to pull the trigger on buying it, I was pleasantly surprised to see the game come out of early access and thought sure why not. I've nearly managed to just about finish the introductory tutorial but I'm just going to have to refund this, I've seen the reviews, and having had a little taste of it myself I can already feel the game sink its hooks in. There's no worse feeling than finding yourself a victim of the sunk cost fallacy, that the book you really wanted to enjoy isn't going to be reissued or the disappointing series you binged isn't going to be re-shot, and the time you gave it is well and truly gone. There is something to be said for how early access is such a wonderful approach to game development, it puts players and developers in touch with one another that can make the time you spent playing or creating the game like such a rewarding investment. But something here seems to have gone very wrong with Ostranauts that has me questioning the developers intentions. Now I don't know a lick about game design, nor do I consider camera rotation in a top down game an essential, but in Ostranauts camera rotation is relative to the orientation of the player owned ship, and where you dock on a station can change the camera. This doesn't materially change how you play the game but it means that if there's decal text in a station you want to read you'll need to crane your neck or rotate your camera, simple, right? Part of the games difficulty, amongst its many systems and menus to navigate, is the banal nickel and diming the player is expected to keep on top of. I've just returned from my tutorial expedition to the home station to find that not only was my initial haul paltry, it's not even enough to cover the overhead surcharge for me to leave the station. No problem, I'll see if I can follow the station signage to somewhere that I might be able to scrounge up the remainder. Now, granted, on the Ostranauts Discussion post "Camera Rotation not working!?" the developer self deprecatingly remarks that it is hacky design that camera rotation is locked to the ship and that were the game not developed in early access, it would be done differently. But for a 1.0 full release? Yeah, it's hacky design. People have a lot to say on how companies impose outrageous convenience fees, how microtransactions ruin games, but it wasn't until Ostranauts had I ever been charged a red cent to rotate my camera. Good will is a valuable currency, and I'd have more of it to spend had I bought this in Early Access. Have a read through the other reviews if you're interested, there are players who have sunk hundreds of hours into this game wishing it didn't feel like such a waste. I feel like ive done myself a favour, and you will be too, by spending your time and money elsewhere.
I want to like this game, but it makes no sense. Like I'm sure there are rules according to which I'm detained, but I'm pretty sure that after the arrest police is supposed to put me in jail or make me pay fines or whatever. After the arrest police stays docked to me and goes on to goof around on socials and watch tv. No obvious path forward. Can't tell what's a bug and what's not, which is the worst kind of game. This game is not difficult, the only thing that makes it "hardcore" is complete lack of transparency and dumb design decisions.
kinda lame
Wonderful game!
the game loop is incredible if a bit crunchy, great ascetic, interesting back ground simulation, but it's incredibly ambitious, but feels unfinished, it crashes alot, regular smaller inconvenient bugs, and not much depth to the gameplay. its unfortunate
Belter life simulator.
This game is going to be an acquired taste for a LOT of people. You might bounce off of it, but for those who don't... Think single-player Space Station 13 + The Sims + Barotrauma + Delta V + LEGO, in a big open solar system that takes the leash off your neck and lets you live (and die) how you want, and you're pretty close to on-the-money. I really don't know how else to put it. If you're into owning your own space ship or building it from scratch, salvaging other derelicts out in the void and then beating pirates unconscious while you leave them to suffocate in an O2-less hulk after you steal their EVA suits, this game is for you. I'm only 30 hours into a PRE-1.0 playthrough, and the above description is just some of the things I've already had fun with. I haven't even touched ship combat, bounty hunting, or even GIGS yet. Rides a nice balance between die-hard simulation and ease-of-use-gamification when it comes to ship piloting. If you want negatives, just read the negative reviews. That's not this kind of review. I love this game. Probably going to be up there with Caves of Qud and Absolver eventually as one of my all-time favorites. Recommended if you're flexible enough to deal with a little frustration being the nature of the game's core design. Once you understand the game's systems, it gives you as much freedom as you want to do whatever you want within the confines of its universe. This game rules.
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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