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AI and Performance Improvements, Crash Fixes

Ostranauts · Community Announcements · September 15, 2026

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Hey Folks!

Update v1.0.1.3 is now available on Steam, and your clients should be updating shortly.

This is a feature patch to 1.0, which includes a Unity version upgrade, plus some fairly significant AI and performance changes. Due to the deeper nature of some of these changes, the patch has been in beta testing a bit longer than most as we ironed-out the wrinkles.

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!

One of the bigger pieces of this patch centers around improving the lag and memory leaks reported by players. And while this patch won't solve them all, it should help with some of the bigger culprits.

Using profiling tools, we found and fixed a number of memory leaks that would occur when doing pathfinding and tile lookups on ships. The tile lookups also had some more costly operations we could cache, which helps to reduce processing time across a wide range of game code.

We also spent some time trying to track down causes of the "random crashing" bugs we see reported occasionally.

One cause we were able to find appears to be a renderer crash that could occur in Unity 6000.3.10f1. A newer version, 6000.3.23f1 includes a fix for this issue, and so we upgraded the project to this new version.

Also, some of our more proactive players in Discord were able to track down a second cause to Intel 13th and 14th generation cpus with older BIOS drivers. When a few users started sharing info about their crashes in a thread, Blue Wizzard found multiple other communities talking about similar crashes in Unity games. And in 3 out of 3 cases where users updated their motherboard drivers, stability returned!

If you have an Intel 13th or 14th generation CPU, please verify your motherboard drivers are updated to avoid random crashes.

AI improvements were another large piece of this update. We reworked the way AIs compare nearby tasks for Hauling and Feeding items to jobs to make them more efficient. This includes better use of nested containers (e.g. dollies and crates with bags inside), better zone filtering and dropping, and pre-checking airlocks when attempting to batch tasks.

We also added some re-testing of carried items at key times to avoid walking back to the origin and dropping items where they were picked up, as well as yoinking items from the hands of other NPCs (or even installation jobs).

We also heard that players were having trouble with AIs continuing long-duration recreation tasks (e.g. exercise, sitting) when Work shift started, or would get stuck doing those when there were temporarily no other tasks to do. So we added code to both snap them out of those tasks when Work shift begins, and also any time new work tasks are added during Work shift.

While there's still more work to be done in both performance and AI, players should hopefully notice a marked improvement in both cases starting in this build.

We've also heard reports that the game can sometimes get confused about which input device is being used. So that Controls UI now includes both an indicator lamp for all detected input devices and current signals, as well as a way to disable them independently. This way, users with more unorthodox controllers (e.g. drawing pads, HOTAS, etc.) can turn those off in-game if they interfere with normal keyboard/mouse and gamepad inputs.

Plus a range of other, more miscellaneous fixes and improvements, and more on the way.

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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