
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
kinda lame
Such a rewarding, in depth game of repairing, maintaining and building or scrapping ships. The gameplay loop is excellent, the writing is phenomenal, and the only weaknesses are a little bit of jank with NPCs as of the last time I played - which is being actively worked on. Very highly recommend if you enjoy The Expanse or similar hard sci-fi
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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 626 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wonderful game!
小毛病不少,但依然是今年玩到最惊艳的捡垃圾游戏。硬核是挺硬核的,不过我在创意工坊挂了开局调天赋不消耗年龄的mod,所以也没感觉太坐牢。航天器操作比坎巴拉一代轻松多了,距离近到100米就可以点按钮自动对接。主要比较难绷的就是情绪系统和社交系统,这俩我玩了一会真看不出来现版本有啥用,而且空间站里逛半天也没遇到一个让我看对眼的……
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.
Spawned on a moon and entered my ship. Went to a space wreck and salvaged some junk from it including some O2 cans and NO2. Navigated back to the moon and sold junk. Noticed second slot for O2 canister on my ship. Spent 12 real life minutes figuring out how to install said O2 canister into slot. Figured it out and set off to salvage another wreck. docked too fast and died on impact. Cool game.
very good
too, freaking, hard.
Wanna build your own spaceship? Wanna eat questionable food? Wanna pay for the air you breathe? Then this is a game for you!!
I'll start out by saying that v1.0 feels like it was rushed out with pressure from the publisher. This game is not what I'd call in a finished state, and still feels, and plays like an early access title. I feel the removal of the early access tag is going to disappoint and frustrate people who are expecting a feature complete, polished experience. This is not a feature complete, polished experience. (Yet) With that being said, the developer is still actively pushing fixes and new content, and intends to continue pushing fixes and new content. There's no other game out there that really begins to offer the same experience as Ostranauts, the analog, interactive UI style is brilliant, and the game has a wonderful atmosphere to it that really immerses me.
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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