Ostranauts

Ostranauts review

Everything can be salvaged, but make it a curse

"Ostranauts, Graham, is I think a very Jank-y kind of game", I said, very differently to that and before I needed to fit it into an intro. This came from dabbling with much earlier versions, and from knowing that Graham loved Neo Scavenger, Blue Bottle Games's earlier survival game about undignified scrabbling and lusting after carrier bags. And that Brendy is a space boy, and Jonty touches cars. Throw in my love of salvage and you get a game about bumbling around space in a ship assembled by hand, one reclaimed component at a time. You get Ostranauts.

You also get lowercase jank. Lots of it. "Bordering on a professional dilemma" kind of jank. There is so much going wrong with this game that I'm unsure if this will be a recommendation or an SOS.

Ship control panel, with many modules, some with chunky switches, one showing a wireframe map as my ship narrowly zooms between two other ships
Incoming transmission, sir! It says "neeeeeooooooww".

It is a project game. I have a goal, and I see other possibilities on the way to meeting that goal. Some of those are incorporated into the project, others distract me and become the day's entertainment before I try again tomorrow. Others still become another project and oh my god what day is it. What year?

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