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AI Emergency & Airlock Handling, Plots, Combat and Wounds, and Other Fixes

Ostranauts · Community Announcements · August 24, 2026

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Hey Folks!

Update v1.0.0.12 is now available on Steam, and your clients should be updating shortly.

This is a hotfix to 1.0, which includes some fixes for AI, plots, combat, wounds, and other issues.

Saves from v1.0.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.

Note: 📢 indicates changes inspired by community feedback!

We've had some occasional reports of players shooting their own clothes off in the past, but were never able to reproduce it reliably. Recently, however, one of our players noticed an easy-to-reproduce case when they were dragging a dolly, then turned to fight a pursuer. The shot would hit the dolly before moving on, which is of course not what they intended!

This helped us to find the source of the error, and better protect player-equipped and dragged items from their owner's attacks.

We also had another player lament the fact they didn't know how bad certain wounds are, having to rely solely on visual indicators and sprite details. So we hooked-up the wounds and pain bolt icons to our tooltip system, and exposed a bevy of wound data to help diagnose and treat those wounds.

Another player noticed that, despite having a very high loyalty rating with some factions, they could not advance past the "prove your loyalty" stage of the Ceres plot. And this turned out to be an compound error in faction standings.

The first part was that the UI calculated standings by using a wider range of data than the plot system, resulting in seeing one value, but being judged by a smaller one. This has been adjusted so both are the more generous case.

The second part was the way ship combat affects factions, which determined faction changes based on the shooter's first faction. In most cases, this is the nation-state, which is fine. But in the player's case, it was assigning OKLG as the attacker, instead of specifically the player. And the result is that players were racking-up kills for OKLG in the world's eyes. This, too, has been fixed, so that future attacks go to the right parties.

Another batch of changes centered around the way AIs deal with emergencies and airlocks. We had originally given AIs the "emergency override" permissions when seeking breathable air, which allows them to go wherever they want without restrictions to find safety. This makes sense in such life or death situations.

But we also gave it in cases where they were fighting fires, and that produced way too much chaos. (Including running outside without a helmet to fight fires around station exteriors.)

We've rescinded that emergency permission again, so it's back to purely survival breathing cases. And further shored-up the civilian and maintenance engineer firefighting to be a bit better controlled and reliable.

As part of this, we were also able to find a few places to improve AI airlock and helmet handling. First, we noticed AIs could open airlocks with similar pressures on both sides, even if one side was toxic and the other wasn't. We've added consideration for this danger quality difference in addition to overall pressure difference when considering airlock opening.

Secondly, we were able to make AIs in EVA suits more reliably don their helmets in cases where the air was dangerous, instead of running away as a first resort.

Finally, there are a handful of other miscellaneous bug fixes we were able to fix along the way last week.

Still more fixes and changes coming. And we'll be continuing with fixing bugs and pain points as our priority for now.

As always, thank you for playing, and for your help in making Ostranauts more fun for all!

Best,

Daniel Fedor

Founder, Blue Bottle Games, LLC

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