Ostranauts salvage guide

Ostranauts Salvage Guide

Ostranauts salvage guide: board K-Leg boneyard derelicts, strip high-value modules, manage EVA oxygen, sell at Scrap and License kiosks, and return alive.

Boneyard derelict boarding — approach wrecks, EVA prep, and strip runs that pay down OKLG debt.

~10 min read

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At A Glance

Ostranauts salvage is the core income loop in Blue Bottle Games' hardcore space life-sim — published by Kitfox Games, 1.0 on Steam August 3, 2026 (App 1022980). This Ostranauts salvage guide covers K-Leg boneyard derelicts, EVA boarding, strip priorities, OKLG kiosk sales, and permit timing so you return alive with cash left after mortgage. Verified August 16, 2026 · Steam.

FactDetail
Primary fieldK-Leg boneyard near OKLG station
ActivityEVA boarding of derelict hulls
Permit~$5,000 · 24 hours · Licensed Salvage kiosk
Low-value salesScrap kiosk — damaged tiles and junk
High-value salesLicensed kiosk — intact modules, rare parts
Starter debt contextLoan ship ~$100k — salvage must cover mortgage
Related systemsEVA suits · tools · transponders · towing

What is the K-Leg boneyard?

The boneyard (officially the wreck field off K-Leg / OKLG) is a dense cloud of abandoned hulls — tugs, freighter chunks, and stripped frames left after Kessler Syndrome choked off Earth traffic. It is where new captains learn EVA because wrecks are close, static relative to station traffic, and full of parts OKLG traders still buy.

Ostranauts K-Leg boneyard derelict hull field near OKLG station

Why the boneyard beats deep-space wrecks early

Fuel and RCS are finite on a loan tug. Boneyard targets sit minutes from dock, not hours. You can abort a strip, sell junk the same cycle, and still cover ~$100k mortgage bills. Deep-system derelicts pay more per module but assume spare O₂, permit timing, and often a tow brace — mid-game problems.

What derelicts look like in practice

Expect unpowered, cold, and already vented hulls — no atmosphere, flickering emergency lights if any. Some ships still hold pressurized rooms (check door status before you cut). Treat every intact compartment as a leak waiting to happen until you scan with DmgViz or visually trace cracks.

How do I reach a derelict safely?

Salvage starts with Newtonian flight — matching the wreck's vector, killing relative velocity, and mooring or EVA-jumping from a stable offset. Crash into a hull and you pay in repair bills before you cut a single tile.

Ostranauts EVA suit approaching a derelict wreck in the boneyard
PhaseControlGoal
UndockNav console · clearance · RCSLeave OKLG without collision
TransitRCS taps · watch VRELClose distance without overshoot
Match velocityOpposite RCS to target vectorRelative speed near zero
Hold positionMicro-burns · tether rangeStable platform for EVA exit
ReturnSame fuel reserve you budgeted outboundDock with loot and O₂ to spare

Relative velocity is the real boss

The nav console shows VREL — how fast you are sliding past the target. Zero it before you open the airlock. Loan ships are heavy; start braking early. If you pass the wreck, loop wide rather than brute-forcing a spin — RCS gas is cheaper than hull patches.

Moor vs free-float EVA

Small wrecks allow EVA jump from a parked tug a few meters off. Larger hulls may need a soft dock or manual alignment along a maintenance rail. Never EVA while the ship still drifts — you will separate with momentum you cannot recover without wasting suit jets.

Mark your airlock on the way out

First visit: place a beacon mental note or screenshot the tug orientation relative to the wreck. Returning with full bags, it is easy to enter the wrong breach or lose sight of your ship against station glare.

What tools do I need before boarding?

Salvage speed is tool-bound. The wrong cutter means frozen progress while O₂ ticks down.

ToolExample brandsBest on
CrowbarWeber PrizeLoose panels · fast pry
HacksawHorang PlastHakStructure · hull tiles
Angle grinderGottMetal structure · faster cuts
Power drillGott · Horang PlaScrewFasteners · modules
Laser torchWeber LancePrecision cuts · higher skill
Welder / solderVariousInstall later on your ship — optional on strip

Minimum viable loadout (cycle 1–3)

Crowbar, charged EVA suit, full O₂, headlamp, and one cutting tool (hacksaw or grinder). Everything else is luxury until mortgage is under control. Power tools need charged batteries — check charge at OKLG, not at the airlock.

Carry tools on your suit, not in a locker

Mid-strip tool swaps mean backtracking through vacuum. Assign hotkeys or suit pockets for crowbar + cutter + drill before you exit. EVA Suits skill reduces fumble time if you invested during Build-a-Resume.

PDA cartridges worth the weight

PwrViz shows live power routing on derelicts with ghost grid still connected. DmgViz highlights breaches — critical before you cut a wall that depressurizes a loot room you have not entered yet.

What should I strip first?

Value per minute beats value per tile. Handheld modules beat hull sheets; intact beats damaged; licensed goods beat scrap-yard prices.

PriorityTargetsWhy
1RCS intakes · thruster parts · pumps · heatersHigh sell · small mass · installs on loan ship
2Batteries · nav consoles · sensorsMid value · upgrades bridge
3Tools · weapons · EVA gear left aboardImmediate use or resale
4Undamaged floor/wall tilesPatch your hab · scrap if wrong brand
5Fusion parts · IFF/transponder assembliesHuge value · permit + logistics
6Whole hull sectionsTow brace · time · only when solvent

Cut path planning

Enter through an existing breach when possible — do not punch new holes you must later seal on your own ship. Work outward to inward: strip the room you entered before cutting deeper into unknown pressure states.

Mass and airlock size

That Ryokka tow brace looks profitable until it will not fit the airlock. If you cannot drag it to your tug in one EVA trip, defer it. Stackable modules and 1×1 tiles fund tomorrow; oversized pieces fund spreadsheets.

Damage downgrades everything

A cracked Halvorson thruster assembly lands at Scrap prices. Note damage in the item tooltip before you haul — sometimes two intact small parts beat one ruined big one for the same O₂ cost.

How do salvage permits and kiosks work?

OKLG runs a two-tier market: Scrap for junk, Licensed Salvage for the good stuff. The permit is the bridge.

KioskAcceptsPermit required?
Scrap kioskDamaged tiles · junk metal · broken gearNo
Licensed Salvage (yellow)Intact modules · rare parts · high-value gearYes — ~5k / 24 h
Fixer / specialty tradersQuest items · odd gearCase by case
Black-market routes (Flotilla etc.)Varies · higher riskOften no — later-game

When to buy the permit

Buy at OKLG when your hold already contains licensed-tier loot or you are starting a long strip you know holds RCS, fusion, or IFF parts. Do not buy on empty cycles — $5,000 of permit with no premium sale is pure loss on top of mortgage.

Sort in the cargo bay before you walk in

Two trips beat one mistake: Scrap pile left, Licensed pile right. A Polaris VDX-class transponder sold to scrap because you mis-clicked is a career setback — see transponder guide for registration after you salvage flyable hulls.

Illegal salvage consequences

Without paperwork, high-value hauls still exist in your hold — you just cannot monetize them cleanly. Security checks and stolen-ship flags scale with value. Early boneyard strips rarely need lawyering; mid-game towing absolutely does.

How do I manage EVA oxygen and heat?

EVA is a resource timer wearing a suit. Oxygen, battery, and temperature bars are your real HP.

MeterDrain causeCounter
O₂Every EVA second · exertionSpare tank · abort at 50% · refill at OKLG
Suit powerLights · tools · jetsCharge before exit · dim lights in shade
TemperatureShadow vs sun exposure · cold hullWork shaded side · shorter trips
Ship hab (after return)Bringing cold items · leaksLife support · patch breaches

The 50% O₂ rule

Turn back when primary O₂ hits half, not when warnings scream. Return path always takes longer — stuck tools, repositioning loot, mis-oriented airlock. Budget reserve for "oops" burns on suit jets.

Heat on dark vs sun-facing hulls

Boneyard wrecks rotate slowly; one side bakes while the other freezes. Move around the hull if suit temp trends wrong. Long cuts happen on the cold side when possible — tools run hot too.

Depressurization surprises

Opening a sealed door without checking pressure vents your suit fast if you are inside the wrong room. Visualize green/red pressure on doors. If unsure, crack from a distance with a remote tool or sacrifice a cheap tile first.

When is a hull worth towing vs stripping?

Not every wreck should become your second ship. Most should become modules + scrap and leave the bones behind.

Strip-only signals

Hull brand mismatch with your loan ship, extensive micrometeor damage, missing thrusters and nav, or no transponder path — strip and walk. Time spent towing a lemon is cycles you do not pay debt down.

Tow-candidate signals

Intact frame, working RCS, salvageable reactor bay, and free docking collar — plus you own or can buy a tow brace and register IFF before flight. That is ship building + transponder territory, not day-three salvage.

The flipper math

Ship flippers repair, register, and sell hulls — not tiles. Only attempt when permit sales already cover mortgage and you have spare O₂, fuel, and crew or time for multi-cycle repairs. Otherwise strip the premium modules and leave the carcass for the boneyard.

Mistakes that turn profit into a funeral

Use as a pre-undock checklist once salvage becomes routine.

MistakeFix
Zero VREL before EVAMatch velocity — see approach table above
One O₂ tank, no reserveBuy spare at OKLG every cycle
Premium parts → Scrap kioskSort hold · buy permit · Licensed kiosk
Permit on an empty runBuy when loot is ready to sell
Cutting without DmgViz / visual checkBreaches vent rooms and suits
Hauling oversized tiles firstModules before multi-tile walls
Ignoring RCS fuel for returnBudget round trip before boarding
Towing without IFF planTransponder guide
Sleeping on unsold licensed lootInterest still accrues — sell or pay down
Fighting security over 5k permitPermit is cheaper than fines

Profit is only real after kiosk cash

Inventory is not income. Dock, sell, pay mortgage, then sleep. The money guide adds gigs and bulk trade when salvage alone saturates.

Stable salvage loops fund reactor upgrades and crew — read those guides when premium strips pay for three cycles ahead, not one.

Ostranauts salvage FAQ

What is the boneyard in Ostranauts?

The K-Leg boneyard — a wreck field near OKLG packed with derelict ships to strip via EVA. It is the default early income source.

Do I need a salvage permit?

Yellow Ayotimiwa salvage permits (~$5,000 / 24h) legalize high-value salvage and Licensed kiosk sales. Junk goes to Scrap without one — but unlicensed stripping can draw NASS fines if security stops you.

What tools do I need for salvage?

At minimum a crowbar, a cutting tool (hacksaw or grinder), charged EVA suit, and O₂. Power drill speeds modules.

What should I strip first?

RCS intakes, pumps, heaters, thruster parts, then batteries and nav gear. Leave fusion and transponder assemblies until you have permit and haul space planned.

How do I avoid dying on EVA?

Abort at 50% O₂, carry a spare tank, match relative velocity before exiting, and never cut walls without checking pressure.

Where do I sell salvage at OKLG?

Scrap kiosk for junk · Licensed Salvage (yellow) for premium modules with an active permit.

Can I tow a whole derelict ship?

Later, with tow brace, fuel, and transponder/IFF sorted. Early game: strip modules and leave the hull.

How do I fly a stolen or salvaged ship legally?

Towing a hull does not grant ownership. Buy a replacement transponder at the OKLG broker and install it — see the transponder guide. That is the “stolen ship” search, not a salvage-permit toggle.

How does salvage relate to debt?

Starter loan ships carry ~~$100k debt. Salvage income must beat end-of-shift mortgage — see beginner guide and money guide.

Last verified?

August 16, 2026

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