Ostranauts beginner guide

Ostranauts Beginner Guide

Ostranauts beginner guide for 1.0: Build-a-Resume tips, ~100k ship debt, OKLG shift costs, first boneyard EVA, and habits to survive opening mortgage cycles.

Kitfox Games official Getting Started walkthrough for Ostranauts 1.0 — OKLG, Build-a-Resume, and your first hours in orbit.

~11 min read

Sponsored

At A Glance

Ostranauts is a hardcore noir space life-sim from Blue Bottle Games, published by Kitfox Games, with 1.0 released on Steam on August 3, 2026 (App ID 1022980). This Ostranauts beginner guide walks through Build-a-Resume character creation, your loan ship at OKLG station, the shift mortgage debt loop, and the first boneyard salvage run that keeps you solvent. Verified August 16, 2026 · Steam.

FactDetail
PlatformSteam PC · Steam Deck Verified · Workshop
GenreHardcore Sci-Fi · Spaceship Life Sim · Salvage · Ship Building
ModeSingle-player
Price$19.99
SettingNEO Scavenger universe · 2079 · Kessler Syndrome
Starting debtLoan ship typically ~$100,000 at OKLG
First incomeBoneyard derelict salvage → Scrap / License kiosks
ReviewsVery Positive on Steam

Next: plan your first salvage

Matched by build plan, shared topics, and guide progression — not random related links.

How does Build-a-Resume work?

New captains do not drop straight into a cockpit. Character creation runs through the Career Kiosk and its Build-a-Resume flow: you spend fictional years building skills, traits, contacts, gear, and sometimes extra cash before age forces you onto a ship.

Ostranauts Build-a-Resume career kiosk during character creation
StepWhat it costsWhy it matters
Seek Adventure1 year per rollRandom narrative events — skills, cash, enemies, or gear
Work on Skills1–3 years eachEVA Suits, Spaceship Engineering, Piloting pay off immediately
Save Some Money1+ yearsBank cash before you need it at OKLG
Add / remove Traits1–3 years eachTrade youth for Charismatic, Clumsy, Brave, etc.
Seek ShipVaries by pathMortgage offer sets your starter hull and ~$100k debt
Finalize at age 47AutomaticCreation ends; you wake aboard with debt ledger active

Years are your only currency here

Every choice consumes years between age 18 and the forced cutoff. Work on Skills is the most predictable spend: EVA Suits speeds suit work in the boneyard, Spaceship Engineering and Mechanical Engineering shorten installs and repairs on your loan ship, and Spaceship Piloting makes the first OKLG undock less terrifying.

Seek Adventure is a gamble. Events like Rare Salvage, Shady Deal, or Occupational Hazard can drop cash, contacts, or a better tool — or saddle you with enemies and traits you did not plan for. One or two adventure rolls are fine; chaining five without skills leaves you old and untrained.

Traits to keep vs cut

Default negatives like Feeble, Fragile, and Micro-g Hypovolemic hurt EVA tolerance and combat. Remove what you can afford. Charismatic helps later crew negotiation; Clumsy hurts every physical task aboard a cramped hull.

You do not need a perfect build for cycle one. You need: at least one engineering skill, EVA Suits if possible, a charged Pressure/EVA suit in your starting kit, and enough leftover years that you are not Old Age before launch.

The loan ship is intentional

Most paths end on a starter hull with roughly $100,000 of debt owed to OKLG financiers. That number is not a bug — it is the clock. Your first week is not about building a dream freighter; it is about making end-of-shift mortgage smaller than boneyard income. Ship upgrades come after solvency, not before.

What happens on day one at OKLG?

After creation you wake on your moored ship at OKLG (K-Leg station) in 2079, Earth cut off by Kessler Syndrome. The station is your bank, market, permit office, and bed — treat it as home base until you can afford longer hops.

Ostranauts OKLG station dock with debt ledger and starter ship
  • Do01Open the debt / loan UI and note end-of-shift mortgage plus any grace timers
  • Do02Walk your ship: find airlock, fuse box, CO₂ scrubber, and battery buffer
  • Do03Check habitable zones — green pressure and temperature before you undock
  • Do04Locate OKLG kiosks: Scrap, License (yellow), Fixer, and supply vendors
  • Do05Buy or confirm EVA suit charge, spare O₂, and a basic tool (crowbar or hacksaw)
  • Do06Plot a short hop to the K-Leg boneyard — no deep-system flight yet

Learn the station layout once

OKLG packs docking arms, kiosks, and security into one navigable ring. Pin where you sell Scrap (low-value/damaged goods), where the Licensed Salvage kiosk buys high-value parts (permit required), and where you refill EVA oxygen and ship consumables. You will walk these routes every cycle; muscle memory saves real time.

Your PDA is the second HUD

The Renbao Portal PDA tracks contacts, crew orders, photos, and ship to-dos. Install PwrViz or DmgViz cartridges when you can afford them — AR overlays for power routing and hull damage beat guessing behind walls. On day one, at minimum use the PDA to confirm which rooms lost pressure overnight.

Do not skip the tutorial prompts

1.0 ships with improved onboarding, but the sim still assumes you read tooltips on mooring, RCS, and airlock cycling. If a prompt mentions clearance or alignment, finish it at OKLG before you drift into traffic. A docking collision on day one can cost more than a salvage run pays.

How do I survive the debt cycle?

Debt is not a late-game boss — it is the recurring weather each shift. OKLG lenders bill mortgage at the end of each 6-hour shift while you sleep, eat, and breathe station air. Solvency means your average salvage haul minus expenses beats that line item.

ExpenseTypical sourceBeginner priority
Ship mortgageStarter ~$100k loanBills each shift — non-negotiable
EVA O₂ refillBoneyard runsCheaper than death; buy before you undock
Ship power / heatScrubbers, heaters, leaksFix breaches before upgrading thrusters
Food & waterCrew later; solo still mattersStock cheap consumables early
Salvage permitLicense kiosk, ~5k / 24hBuy when hauling rare parts — see salvage guide
Fuel / RCSUndock and boneyard hopsBudget round-trip before chasing distant wrecks

Pay mortgage before you splurge

First profits go to mortgage, then O₂ and tools, then hull patches. Buying a fancy thruster while mortgage compounds is how captains lose ships on cycle three. Open the ledger after every sale and pay down principal when kiosks leave you with a surplus — even small principal payments reduce tomorrow's bleed.

One cycle, one goal

Early game plans should fit one wake-sleep loop: strip one derelict, sell everything, pay mortgage, sleep. Side quests, gig boards, and Ceres hops can wait until you are not one bad day from repossession. The money guide covers gigs and trading once salvage is routine.

When to buy a salvage permit

The yellow Licensed Salvage kiosk pays more for intact modules — transponders, RCS intakes, fusion parts — but expects a 24-hour permit (~$5,000). Buy the permit on the same cycle you plan to sell high-value loot, not the day before a empty run. Illegal salvage without paperwork can trigger fines if station security stops you; details live on the salvage guide.

How do I prep for my first EVA?

Boneyard income lives outside your airlock. EVA (extravehicular activity) means suit up, tether or jet across to a derelict, strip tiles and modules, and return before oxygen, suit charge, or temperature fail.

GearCheck before exitFailure mode
Pressure / EVA suitCharge and seals intactHypoxia outside — fast death
O₂ tank / refillFull or spare in inventoryMid-run blackout during strip
Headlamp or suit lightOn before dark hull sectionsCannot see cut points or breaches
Crowbar / hacksaw / drillRight tool for tile typeStuck mid-strip, wasted O₂
Cargo pathClear route to airlockBulky parts block retreat

Cycle the airlock deliberately

Inner door closed → depressurize → outer open → work → outer closed → pressurize → inner open. Skipping a step vents your ship or traps you outside. On loan ships with tiny habs, one mistake can empty the only breathable room.

EVA Suits skill is real money

If you invested creation years in EVA Suits, cutting and hauling run faster — same O₂ tank lasts longer. Without it, plan shorter trips: one room stripped beats half a hull explored. You can train more in-game, but early cycles reward efficiency over ambition.

Watch heat and micrometeors

Suit temperature and ship life support interact. Cold derelicts drain suit heat; sun-facing hulls cook you. Rotate back to the airlock before the suit warning spikes. For hab management after EVA, see life support.

What should I strip on my first salvage run?

Your opening boneyard target should be close, depressurized already, and rich in handheld loot — not a pristine freighter requiring a tow license. Think modules you can unscrew and drag, not entire hulls.

Priority strip list (first three runs)

Tier 1 — grab first: intact RCS intakes, heaters, pumps, small thruster assemblies, working tools, and EVA gear left aboard. They sell well relative to mass and fit through standard airlocks.

Tier 2 — if time allows: navigation consoles, batteries, undamaged floor/wall tiles you can install on your loan ship. Floor panels under walls add HP without new fabrication — useful for patching micrometeor hits.

Tier 3 — skip early: fusion reactor cores, full transponder/IFF assemblies, and multi-tile hull sections until you own a permit, a tow brace, and enough O₂ budget for long strips. Those are mid-game payslips — see the dedicated salvage guide.

Tools match tile type

Crowbar pops loose panels; hacksaw and angle grinder cut structure; power drill speeds fasteners. If a tile resists, check whether you need a different tool or Spaceship Engineering skill — forcing the wrong interaction wastes minutes you do not have in vacuum.

Leave when green bars turn yellow

Set a hard exit at 50% O₂ or one spare tank remaining, whichever comes first. Derelicts are infinite; your first captain is not. Pack loot toward the airlock as you go so you never sprint back empty-handed.

How do I dock, sell, and restock?

Profitable salvage is only real once it is sold. Fly back to OKLG, moor with clearance, unload at the right kiosk, then refuel your ship and body for the next cycle.

KioskBest forPermit?
Scrap kioskDamaged tiles, junk, low-value metalNo
Licensed Salvage (yellow)Intact modules, rare parts, high valueYes — 24 h permit
Fixer / tradersSpecific gear, odd quest itemsVaries
Supply vendorsO₂, food, fuel, suit partsNo

Docking is a minigame, not a cutscene

Match relative velocity, align with the mooring point, and request clearance on the nav console. RCS taps beat long burns — loan tugs are heavy and sloppy. If you bounce off OKLG, repair before sleeping; leaks compound costs with atmosphere loss.

Sort before you sell

Split scrap from licensed goods in your cargo hold. Dumping a valuable RCS intake at the scrap kiosk because you were tired is the classic cycle-one tax. With a permit active, sell high-value pieces first — they fund mortgage and O₂ for the next week.

Reinvest in the ship that earns

After mortgage, buy battery buffer, patch breaches, and route power through a fuse box before cosmetic tiles. Brownouts disable doors mid-EVA. When you are ready to wire fusion properly, move to the reactor guide; when you salvage a whole hull, read transponder before undocking.

Mistakes that kill new captains

Scan this before you sleep each cycle. Most wipes are logistics errors, not combat.

MistakeFix
Undocking with no O₂ spareRefill at OKLG every cycle — treat it like fuel
Ignoring end-of-shift mortgageSell and pay before sleep; see money guide
Selling rare parts at Scrap kioskBuy permit; use Licensed Salvage kiosk
EVA until O₂ hits zeroAbort at 50%; haul loot incrementally
Living with hull breachesPatch floors/walls — leaks kill power and crew later
Flying stolen hulls without IFFTransponder guide before leaving dock
Over-building before solvencyOne hab, one airlock, one income loop first
Skipping RCS fuel mathBudget round trip to boneyard and back
Recruiting crew before you can pay salaryCrew guide after debt is stable
Chasing distant wrecks day oneStay in K-Leg boneyard until permit income is routine

The one habit that fixes most rows

Before every undock, say out loud: mortgage due, O₂ full, tool packed, return fuel reserved. Four checks beat ten hours of rerolling character creation.

When salvage feels safe, your next read is the full salvage guide — boneyard routes, permit timing, and high-value module tables.

Ostranauts beginner FAQ

Is Ostranauts hard for new players?

Yes. Expect to fail a few debt cycles while learning EVA, power routing, and shift-end costs. The sim rewards reading tooltips and planning one cycle at a time.

What should I do first at OKLG?

Check mortgage, patch hab leaks, stock EVA O₂ and a crowbar, then run one short boneyard strip and sell at the Scrap or Licensed kiosk.

How much starting debt does the loan ship carry?

Roughly $100,000 depending on your Build-a-Resume path — end-of-shift mortgage applies until you pay principal down.

What is Build-a-Resume?

Character creation at the Career Kiosk: spend years on skills (EVA Suits, Spaceship Engineering), traits, adventure events, and gear before you inherit the loan ship.

What is the boneyard?

The K-Leg boneyard — a wreck field near OKLG where derelict hulls sit ready to strip. It is the default first income source.

Do I need a salvage permit immediately?

Not for junk sales. Buy the ~$5k / 24h Ayotimiwa permit when you strip or sell high-value modules — it covers legal salvage and Licensed kiosk rates; unlicensed runs risk NASS fines.

Can I play on Steam Deck?

Steam PC · Steam Deck Verified · Workshop — controller support is listed on Steam.

Is there multiplayer?

Single-player. Ostranauts is a solo life-sim.

Last verified?

August 16, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

Back to home