Barotrauma
by FakeFish · 13 Mar, 2023
94 downloads
About the Game
- Rock Paper Shotgun
WELCOME TO EUROPA
Barotrauma is a 2D co-op survival horror submarine simulator, inspired by games like FTL: Faster Than Light, Rimworld, Dwarf Fortress and Space Station 13. It’s a Sci-Fi game that combines ragdoll physics and alien sea monsters with teamwork and existential fear.EMBRACE THE ABYSS
In the not too distant future, humanity has fled to Jupiter’s moon. With its irradiated icy surface, life can only be found in the ocean below. Travel through a punishing underwater environment and make friends or rivals of the four factions of the world. Discover what lies in the depths of Europa.HELP YOUR CREW SUCCEED, OR MAKE SURE NO ONE DOES
There are as many ways to enjoy Barotrauma as there are ways to die in it. Work together with your crew to achieve your goals, or brace for betrayal when you have a traitor on board. Play with friends, strangers, or your worst enemies.EXPLORE, OPERATE, COMMUNICATE
Navigate underwater, complete missions for the last remnants of humankind, explore the ruins of an alien civilization, flee or fight monsters. Operate complex on-board systems and devices like the sonar, nuclear reactor, weapons, engines and pumps. Communication is key!EXPERIMENT, CRAFT, CREATE
Master the complex on-board wiring and the comprehensive crafting and medical systems. Create your own submarines and monsters with built-in editors to rival the standard ones. Even tap directly into our source code and mod away.Features
- Play with up to 16 players on board a submarine. Supplement your player count with bots as needed in either singleplayer or multiplayer game modes.
- 6 player classes with different skills and tasks: Captain, Engineer, Mechanic, Medic, Security officer and Assistant.
- Talent system: Gain experience and unlock talents to improve your character. Each class has three specialization talent trees to customize your playstyle.
- Faction and reputation mechanics: Choose who to ally with, help their cause, reap the benefits or suffer the consequences.
- Procedurally generated world and missions with multiple game modes for virtually endless replayability.
- Comprehensive crafting system: gather materials, craft equipment, weapons, medicines and more to help your crew survive on Europa.
- Built-in Submarine, Character and Procedural Animation editors. Share and discover mods directly via Steam Workshop.
- Most game data exposed in .xml and the game’s source code publicly available on GitHub for modding.
Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
We've just released a hotfix to address the crossplay issues in the Summer Update. This was caused by an incompatibility in one of the reworked submarines, so the hotfix fixes that as well as other minor issues we have noted since the update.
Following this hotfix, we will start shifting towards our summer holidays. As usual, we will be mostly away from our desks during July, and back in business in August. We wish everyone smooth sailing and a beautiful summer!
v1.13.4.0
- Fixed a missing gap in the reworked Typhon + other minor fixes.
- Minor visual fixes to Orca 2.
- Adjustments to Azimuth's lighting.
- Tweaked Azimuth's stealth mode circuit to make piloting smoother.
- Fixed "style" attribute in item GuiFrame XML being case-sensitive.
- Fixed battery cells not being visible when charged in a battery or shuttle battery.
- Fixed bots failing to fire Herja's railgun.
Hello everyone!
This year’s Summer Update has just been released, with five reworked vanilla submarines and several fixes, improvements and quality-of-life additions. Find the full list of changes at the end of this post and dive in!
v1.13.3.1
Submarine reworks:
- Humpback, Orca 2, Azimuth, Typhon, and Herja have received their visual and gameplay reworks.
- The command room of the Orca 2 is now located at the center of the submarine.
- Typhon now comes with valves and pipe weakpoints.
- Herja has been upgraded with a power distributor, befitting its high-tech theme.
Changes and additions:
- Added an option to back up your custom submarines in the Steam Cloud. Can be enabled per-submarine using a checkbox in the sub editor's save dialog.
- Added quality parameter to the give/spawnitem console commands. Allows spawning in items with non-default quality.
- The teleportsub console command has a parameter for choosing which submarine to teleport.
- The spawncharacter console command has a parameter for renaming the spawned character.
- The showseed console command displays the map seed too if used in campaign mode.
Multiplayer:
- Fixed monster attacks that run over time (e.g. when fractal guardians fire the steam cannon) causing an excessive amount of network usage in multiplayer.
- Fixed an exploit that allowed modified clients to cause other clients to eventually get out of sync and disconnect.
- Fixed inability to drag and drop stacks of items to other players in multiplayer.
- Fixed submarine voting not working in campaign mode.
Miscellaneous fixes:
- Fixed security (or anyone else) not reacting to attacking stunned/incapacitated characters.
- Fixed the item pickup sound playing multiple times, for every item in a stack you're picking up.
- Fixed the item dropping sound playing twice when dropping an item.
- Fixed being unable to fabricate certain items with specific combinations of materials. Happened in some cases where the recipe accepted multiple different materials as ingredients: the fabricator would got through the requirements in order, and always take the first available items without considering that the item could've been necessary for another, more strict requirement.
- Followup to the "infinite explosion" fix in Summer Update 2025: the previous fix only applied to oxygen tank shelves, but it turned out oxygen generators could also cause the same kind of "explosion loop" where tanks keep exploding and getting refilled by the oxygen generator.
- Fixed "inspirational leader" talent not giving bonus XP like the description says it should.
- Fixed characters being able to drop off platforms while using a periscope (inconsistent with other movement inputs being disabled while on a periscope).
- Fixed bots being unable to extinguish fires in connected subs (e.g. in Remora's drone).
- Fixed parts of the CPR button not being clickable on the health HUD on certain resolutions (was getting blocked by the limb indicators).
- Fixed nuclear shells fabricated with the cheaper recipe variant not giving the "I am become death" achievement.
- Fixed gravity spheres (or more generally, any items with a triggercomponent) taking damage when you cut their trigger area with a plasma cutter, rather than the actual collider of the item.
- Fixed equip buttons being clickable despite the slot being hidden. Meant that when you had equipped an item in your hand, you could click an invisible button at the left side of the inventory where the hand slots would appear.
- Fixed turrets not showing the ammo on the HUD if the ammo is inside the turret itself, rather than a linked loader.
- If one of the unique hireable characters (e.g. Ignatius May, Aunt Doris) dies in the outpost before you hire them, they can no longer appear elsewhere or be hired.
- Fixed cargo scooter lights working, but not draining the battery, when the battery is in another slot than the battery slot.
- Fixed custom interaction messages set on items in the sub editor no longer appearing in-game.
- Allow combining defense bot ammo boxes the same way as other ammo boxes and magazines (merging their ammo together).
- Fixed the character deconstruction bag staying in the deconstructor if you do a level transition while a character is inside the deconstructor.
- Fixed items duplicating if a character gets deconstructed without dying first (possible e.g. by taking advantage of the Miracle Worker talent).
- Fixed crafting blueprint tooltips not showing whether the recipe has been unlocked or not.
- Fixed valves potentially getting stuck in a non-interactable state if the round ends immediately after one's been toggled.
Modding:
- Fixed "LockedTalents" PermanentStat locking the talent for everyone (not used in any vanilla talent).
- Clients are allowed to use colored text in their chat messages when they have the "chat spam immunity" permission. Colored text was disabled in client-sent chat messages in the previous update due to some ways in which it can be abused, but turns out there were some users relying on this functionality.
- Fixed OnDeconstructed status effect triggering when the item is not deconstructed in some cases (e.g. researching unidentified genetic material without stabilozine).
- Fixed the special locations at the end of the campaign map generating incorrectly on very short maps.
- Fixed status effects using OffsetCopiesEntityTransform not taking physics body rotation into account.
- Fixed TagAction's Team setting being ignored when tagging characters in certain ways (e.g. traitors, non-traitors, bots, human prefab tags).
[img src="{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png"]
Hello everyone!
We have just released a hotfix to address issues found since the release of the Spring Update. Please be sure to update your game to the latest version, and see the list of changes below.
v1.12.7.0
- Reduced how much the new weak points in vanilla subs push bots around to make them more capable of fixing broken weak points.
- Fixed selecting any item that forces the character to some pose (chairs, periscopes) getting logged in the server console.
- Mac only: added a button for settings mic permissions to the audio settings. It seems that on Mac, the game updates may cause the OS to revoke the permissions.
- Fixed some of the Workshop tags you can choose in-game not working on Steam's side.
Modding:
- Fixed contained items being misaligned on attachable items (e.g. in mods that make diving suit cabinets attachable).
- Fixed monsters spawned by an event inside an outpost being unable to attack any items inside that outpost. To our knowledge, didn't affect vanilla events, but caused issues in certain mods.
[img src="{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png"]
Hello everyone!
The Spring Update has just been released, with reworked Tier 1 submarines, monster and character deconstructing, new item assemblies, plus a large collection of QOL changes and bugfixes. See last week’s preview post for a more detailed introduction and find the full list of changes at the end of this post.
Be sure to update your game to the latest version to be able to host and join multiplayer servers, and may spring shine a new light into Europa’s depths!
v1.12.6.2
Submarine reworks:
- Tier 1 submarines (Barsuk, Dugong, Orca and Camel) have all received a visual polish as well as gameplay polishing.
- Camel and Orca now uses the pipe weakpoints and valves system.
- Various improvements and additions to the vanilla item assemblies.
Balance:
- Increase health of flare, alienflare and glowstick. Now doesn't get destroyed as quickly by monsters, allowing it be a more useful distraction again. Glowsticks don't aggro monsters from as far as flares.
- Sonar Beacon's sound range is reduced, and when dropped can now be destroyed by monsters (to avoid making flares redundant due to being a better and invulnerable version of monster distraction).
Changes:
- Characters can now be "deconstructed" by dragging them into a deconstructor, producing small amounts of raw materials. Also a handy way to get rid of monster corpses on the submarine, and perhaps problematic crew mates as well.
- Stationary batteries can charge the battery cells inside them even when the output is disabled.
- A handful of missions in which you can earn a reward for getting through the level fast enough (which also serve as an example of the new custom mission functionality, see the Modding section for more information).
- Minor lighting optimizations.
Multiplayer:
- Reduced the default respawn interval from 300 seconds to 30.
- Fixed an issue that sometimes caused the list of hidden subs to get out of sync in multiplayer, preventing some subs from being purchased.
- Fixed pickup sound not playing when picking up an item in multiplayer.
- Fixed karma system considering bandages and other medical items "dangerous" and giving a penalty for taking them from other players.
- Characters no longer drop items when the player disconnects (meaning you won't lose the items you were holding).
Fixes:
- Another attempt to fix reported freezes at 80% in the loading screen, which seems to have been caused by Steam's servers or our master server refusing connection attempts from certain kinds of IPs, causing the game to hang waiting for the connection.
- Fixed conversation/event prompts sometimes getting stuck when you went rapidly pressing E. In particular, this happened with events that allow you to retrigger the same event by interacting with the NPC again.
- Fixed certain monsters (e.g. mudraptors) having trouble dropping through hatches inside the sub.
- Fixed monsters often failing to follow targets from sub to another (e.g. from Remora's drone to the main sub).
- Fixes to pathfinding bugs that sometimes caused bots to get stuck on stairs.
- Fixed closing the health interface while your cursor is on another character opening that character's health interface.
- Fixed an AI bug that often prevented outpost NPCs from putting out fires.
- Fixed projectiles that fire more than one raycast per shot (e.g. shotgun shells) only registering one hit if you're firing from inside to outside.
- Fixed implacable sometimes not triggering in time, causing a 5-second stun when vitality dropped below zero.
- Fixed radio jammer not having the traitormissionitem tag (unlike every other traitor mission item).
- Fixed ruin scan missions sometimes failing to choose all 3 positions to scan, making the mission impossible to complete. Happened with very small ruins in particular.
- Fixed Engineering_G4 module sometimes spawning with a ladder leading nowhere.
- Hide items inside non-interactable containers (e.g. decorative items not accessible to the player) showing up on the item finder.
- The achievement for killing a monster is also awarded if the monster is killed by an bot in single player.
- Fixed some items sometimes teleporting to the origin when saving and loading in the submarine editor.
- Fixed a broken waypoint near Berilia's engine which made bots sometimes get stuck there.
- Fixed shuttles/drones/elevators or other parts of a wreck getting crush depth damage in deep levels.
- Characters that respawn in a flooded hull (in either a submarine or an outpost) now spawn with diving gear.
- Fixed fabrication tooltip being unclear (previously showed "requires recipe to fabricate" in red even when the recipe is already learnt, now shows in green that is has been learned)
- Fixed characters sometimes not taking fall damage if they fall on a mirrored structure.
- Fixed portable pumps getting damaged by explosions, despite not being repairable.
- Fixed pet raptors getting assigned an incorrect team if they hatch in a hostile outpost.
- Fixed Linux systems failing to load content packages whose filelist.xml files aren't all lower-case.
- Fixed NPCs ignoring infected humans attacking them.
- Fixed mirrored items becoming unmirrored when swapped by perk points (e.g. a mirrored periscope base becoming an unmirrored periscope when purchasing a turret with a perk point).
- Fixed inability to rename already-hired bots if you no longer have the required reputation to hire the bot.
- Fixed WeaponDamageModifier (a multiplier in RangedWeapon which seems to be used for buffing the damage of variants of a weapon) not affecting explosion damage. Means that e.g. Harpoon-Coil Rifle or Autoshotgun's modifiers don't actually do much when using explosive ammo.
- Fixed creatures not being able to "properly leave a sub" if any of their severed limbs are still inside the sub. In practice, they'd still be considered to be inside the sub, and they would not collide with anything outside it.
- Fixed toggling layer visibility selecting that layer in the sub editor.
- Fixed pasting entities unhiding all of the layers in the sub editor.
- Fixed condition_out connections not taking into account the multipliers applied by the Tinkerer talent.
- Fixed bots still refusing to deconstruct items that yield nothing, even though you could order them to deconstruct those.
Modding:
- Support for custom event-based missions. The mission simply triggers a specific event, and that event can control the success/failure of the mission using MissionStateAction. See the "TimeTrial" missions in Missions.xml for an usage example.
- Character, level and particle editors show fields set to the default values as gray. Makes it easier to tell which fields have been modified or are relevant for that specific character/level/particle.
- It's possible to add empty RequiredItem elements to item components to make them not have any requirements by default, but allowing them to be added in the submarine editor.
- Fixed limb's randomcolor attribute not working as expected: every character of the same type would get the same randomly chosen color, instead of a different color being chosen for each character.
- Added ForceSayAction which can be used by scripted events to make characters speak in the chat. ConversationAction can also now be used to display text in the chat in addition to the conversation prompt.
- CheckConditionalAction now fails instead of succeeding if it can't find the specified target. There's also a property called FailIfTargetNotFound to make it succeed instead.
- CountTargetsAction now fails instead of succeeding if it's trying to compare against the amount of some other target (e.g. "number of flooded hulls" is at least 30% of the "number of all hulls") and none of that other target can't be found.
- Fixed light offsets not being handled correctly on flipped items (did not affect any vanilla items).
- Adds a new status effect property called OffsetCopiesEntityTransform that can be used by status effects to configure the offset so it copies the current entity rotation/flipping/scaling.
- Fixed TargetSlot in RequiredItem not working properly on items that have multiple ItemContainers/inventories (only the first one was checked).
- Fixed melee weapons sometimes hitting characters whose limbs have been set to ignore collisions. More specifically, the weapon would still hit the character's "main collider".
- If a beacon station has a sonar transducer connected to the sonar monitor, and the monitor is set to use transducers, the transducer must be powered for the beacon mission to complete.
- Fix ContainedSpriteDepth being tied to the item's index in the container instead of the slot index.
- Fixed OnInserted StatusEffects triggering when you try to swap an item inside some other item but the swap fails.
[img src="{STEAM_CLAN_IMAGE}/33962671/489cc806ed2a89bb67cf4950ecb617c397554681.png"]
Hello everyone!
We have just released a hotfix to address issues in the Winter Update to make your sailing smoother over the holidays. See the list of changes below and be sure to update your game to the latest version.
With the Winter Update last week we also added a few new remixes to the Supporter Pack soundtrack and to streaming services. Check out "Zack The Rabid Ripper Remix", "Alien Syndicate Remix", "Seafloor Cries Sub-Night Remix" and "Accordion Some-Kind-Of-Irish Remix".
Happy holidays, everyone!
v1.11.5.0
- Fixed players sometimes retaining their old inventory items if they die and respawn on a later round.
- Fixed inability to order bots to deconstruct items that don't yield anything when deconstructed.
- Fixed weak points causing the "high pressure" icon to appear in the room, despite the pressure not being high enough to cause damage.
- Fixed relay connections being in an incorrect order in circuit boxes.
- Fixed ImpactTolerance, ImpactDamage and ImpactDamageProbability resetting back to defaults when saving and reloading a sub.
[img src="{STEAM_CLAN_IMAGE}/33962671/489cc806ed2a89bb67cf4950ecb617c397554681.png"]
Hello everyone!
The Winter Update 2025 has just been released, with a new submarine “Wallaby", and a long list of fixes and improvements. Be sure to update your game to the latest version to be able to host and join servers, and see the full list of changes below.
v1.11.4.1
Changes and additions:
- Wallaby, a new tier 2 Attack class submarine. Boasts an unexpectedly high amount of firepower for its size, while also providing a full set of fabrication facilities, but also includes weak points in the pipe system which can cause water hazards inside the sub.
- Added valves and weakpoints. Weakpoints are pipes that can break, causing a water hazard (which floods the submarine and is hard to pass).
- Weakpoints are repairable with a wrench. Turning off a valve makes it easier to repair, but makes any linked pumps not work while the valve is closed
- Wall weakpoints have their condition linked to a wall. This means these walls cannot be cut as a shortcut between rooms
- Added level background visuals to the sub editor's test mode to make it easier to see what the sub looks like in the actual in-game environments.
- Balancing combat mission NPCs: improved the higher-level enemy NPCs and gave them better gear.
- Made the rotation tool snap to 1-degree increments and the scale tool snap to 0.1 increments in the sub editor. Holding Shift while using the tools temporarily disables snapping.
- Added 2 more input and output connections (0 and 9) to circuit boxes to make it match the mux/demux components and use 0-indexing like other components.
- Increased the number of signal connections on relays from 2 to 5.
- You can no longer revive characters with CPR when the character has no oxygen available (e.g. by giving CPR to someone wearing a diving suit with an empty oxygen tank). Not only was this weird, it made it easy to farm medical skill by repeatedly reviving the character with CPR.
Multiplayer:
- Fixed inventories and wallets sometimes resetting in multiplayer: more specifically, happened when a client was still connected to the server (for example in the lobby) and their character had despawned by the end of the round.
- Fixed characters sometimes suffocating or dying if loading into the round takes a long time. Now the characters don't spawn until the client has fully loaded into the round.
- Adjusted certain multiplier timeout thresholds to make errors such as "timed out", "expected old event" and "expected removed event" less frequent. Also made many of the timeout thresholds editable in the server config file (however, you should be careful when changing these values, as setting them too high may cause other issues).
- Fixed AFK setting staying enabled when a client chooses to load a campaign, causing them to load into a round with no character.
- Small improvements to the "direct join" prompt: autofocus on the text box, you can press enter to join.
- Fixed non-player teams being affected by the friendly fire setting (e.g. bandits were unable to damage monsters when friendly fire was disabled).
- Fixed input selector and output selector components' "move_input"/"move_output" signals not getting synced in multiplayer.
- Fixed a syncing issue with the timed detonators that made it possible to make them explode immediately at the start of the next round by letting the timer reach 0, and then putting an explosive inside and waiting for the next round.
Fixes:
- Attempt to fix reported freezes at 80% in the loading screen, which failed when the game failed to fetch an authentication ticket from Steam to be used for checking whether you've given consent to collect gameplay analytics.
- Fixed explosions not showing up on the sonar if you've selected a status monitor linked to the nav terminal, instead of having directly selected the nav terminal.
- Fixed reactors automatically adjusting themselves at the start of the round when the reactor is off or controlled by signals. The intention of the rapid autoadjustment is to make sure there's no overloads when the load suddenly drops as the sub starts receiving power from the outpost, but it should not run when the reactor is off or controlled by signals.
- Fixed fire damaging characters through walls that are just slightly damaged, and overall improved the logic for calculating fire damage through gaps.
- Fixed items sometimes disappearing when you drop them standing half-way through a door way (or more specifically, when the character is considered to be in the sub, but their hands are outside hulls).
- Fixed inability to undo nudging entities with arrow keys in the sub editor.
- Fixed adding water to newly added hulls not working in the sub editor until the sub is saved and loaded.
- Fixed monsters sometimes spawning near the enemy submarine when there's a sub-vs-sub mission active (sometimes leading to the mission completing by itself when the monsters manage to take down the sub).
- Fixed items such as the "diver's remains" loot appearing on sonar despite being in a monster's inventory. More specifically, affected items with a SonarSize greater than 0.
- Fixed tooltips not refreshing on the affliction icons above the character portrait (meaning if the strength of the affliction changed, changing the description, the old description would still appear in the tooltip).
- Fixed "eliminate thalamus" mission not working in MP's mission mode unless the difficulty is set above 50.
- Fixed outpost NPCs panicking and calling security when they saw you dragging a dead pet - they should only do so if you're dragging another outpost NPC's corpse.
- Fixed purchasing genes when your inventory is full causing the genes to automatically combine with any genes in your inventory.
- Fixed NPCs that are configured to dual-wield weapons (e.g. some elite bandits) only equipping one of the weapons.
- Fixed pumps calculating the desired water level incorrectly for linked hulls when controlled via the "set_target_level" input.
- Fixed variants of husk infection always causing the "you try to scream but no sound comes out" message to pop up, even if the affliction doesn't prevent speaking (e.g. husk symbiosis).
- Fixed ability to aim with the rifle scope when you're stunned/unconscious.
- Fixed circuit boxes not saving the wires if there's no components in the box.
- Fixed wires not getting transferred when swapping e.g. a blank loader to a flak cannon loader (or more specifically, to any loader with differently named connections) in the mission mode.
- Fixed fabricators showing thalamus veins as suitable materials for items that require a wire as a material.
- Fixed assigning a specific character to operate turrets throwing a console error ("Controller not specified") when there's only one turret in the sub.
- Fixed swarm feeders, or other monsters that can latch on to characters, deattaching when you ragdoll.
- Fixed monsters becoming unable to run (or swim fast) after they've used a rope attack (e.g. latcher's tongue or the fractal guardian's harpoon).
- Fixed machines (e.g. fractal guardians, defense bot) not being immune to the "infected wound" affliction.
- Fixed outpost events that should spawn things in mines often spawning them in some random module instead (e.g. the mudraptor eggs in the "occupational hazards" event).
- Fixed portable pump working without power.
- Fixed hidden missions showing up in the scrolling text that appears at the top of the screen at the start of a round.
- Fixed traveling tradesman talent giving a larger-than-intended sale price bonus for certain items. More specifically, it gave the 20% bonus for each tag the item had.
- Fixed icons of all afflictions (even hidden ones) briefly appearing above the health bar when a character dies.
- Fixed docking port staying open if you leave a level with some non-persistent sub (e.g. respawn shuttle or an enemy sub) docked to it.
Modding:
- Support for defining mission variants (the same way as e.g. item or character variants): allows creating variants of missions that change certain properties of the base mission without having to redefine the whole XML.
- Fixed ExplosionRadiusMultiplier not affecting the range of damage done to characters.
- Fixed items updating in preloaded characters' inventories. Meant that e.g. characters with a Disposable Diving Suit would appear to spawn with the suit already degraded or broken.
- Fixed fabricator icons using the inventory icon color even if the item has no inventory icon and uses the normal sprite (and its color) instead.
- Fixed crashing when an item fails to play a looping, streamed sound (e.g. because the maximum number of instances of that sound is already playing). Did not seem to occur in the vanilla game.
- Added support for configuring monsters as "multiplayeronly" in NestMission and MonsterMission (this worked in AbandonedOutpostMission and SalvageMission already, just hadn't been implemented here).
- Fixed StatusEffect's Equip attribute only working if the item spawns in ThisInventory (not when it spawns it e.g. in SameInventory).
- Improved reactor modding compatibility: added the tag "reactoritem" as a containable item to allow items other than fuel to be contained.
- Fixed assault rifle defining the required ammo using the identifier "assaultriflemagazine" instead of the tag "assaultrifleammo", making it difficult to add new types of ammo for the weapon.
- Fixed fabrication being a lot faster than intended (= a lot faster than the RequiredTime set in XML) if there's no skill requirements.
- Fixes characters never being considered "in water" for the first frame after they spawn, causing NotInWater effects to trigger on monsters spawning outside.
- When swapping a turret, the old turret's HudTint value is transferred to the new one.
- Fixed pump particles getting rotated incorrectly on mirrored pumps.
- Better Research Station modding compatibility:
- Added smallitem and mediumitem as containables to give more flexibility on what items can be put inside.
- Increased the number of output slots to 3 to support recipes that produce more than 1 item, and to prevent from items falling out if the input is invalid and gets moved to the output slots.
- Fixed crashing when applying an affliction's status effects causes other afflictions to apply their status effects.
- Added a new "AffectedByAttackMultipliers" property to afflictions: can be used to prevent specific afflictions from being affected by Attack's damage multipliers. Buffs aren't affected by default.
- Added a new "VitalityLossRequiredForTreatment" property to afflictions: can be used to make bots treat afflictions even if the affliction doesn't cause vitality loss.
- Added a new "CanGiveMedicalSkill" property to StatusEffects: can be used to prevent the effect from giving the user medical skill, even if it causes healing.
- Made missions' SideObjective setting more useful for modders: previously all it did was affecting which beacon and hunting grounds missions can get "spontaneously" selected for levels with beacons and hunting grounds. Now all side objectives available in a level are automatically selected, without having to manually select them in the mission selection UI.
- Set mantis's group to "mantisoid" and watcher's to "watcheroid" (doesn't do anything in the vanilla game but useful for mods).
Hello everyone!
We have just released another hotfix for the Autumn update, focused on improving the server browser filter, to help players deal with the ongoing issue of spam servers.
We apologize for the inconvenience and thank you for your patience while we combat this issue.
1.10.7.2
- Various improvements and optimizations to spam filter processing
- The optimizations makes it possible to add homoglyph processing for all fields
- Added spam filter options that support regular expressions
[img src="{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png"]
Hello everyone!
The DoS attack on our servers and the spam on the server list we mentioned in the previous post is still ongoing, and we've just released another hotfix to add some more in-game countermeasures against them while working on more robust server-side solutions to the issues. We're sorry for the inconvenience and thank you for your patience as we continue to monitor and counter this problem.
v1.10.7.1
- Additional fixes to multiplayer exploits.
- Fixed inability to rename a bot you've taken over in permadeath mode.
[img src="{STEAM_CLAN_IMAGE}/33962671/abb5e9d35633306eefba92ff5c5657eee957cee3.png"]
Hello everyone!
We've just released a second hotfix to address issues affecting Barotrauma following the Autumn Update. Be sure to update your game, and see the changes below.
v1.10.7.0
- Fixed crashing when editing a beacon station's, wreck's or enemy sub's min/max level difficulty settings in the sub editor before you have saved the sub for the first time.
- Additional fixes to multiplayer exploits.
You may also have noticed warnings or errors in the game about "failing to connect to the master server" in the past week. These were caused by an ongoing DoS attack on our servers, which run the Barotrauma website, wiki and support for certain in-game features such as the global spam server filter. We've now applied some countermeasures and resolved the issue. We will continue monitoring the situation with the servers for future issues.
Hello everyone!
We have just released a hotfix to address issues in the Autumn Update 2025. Find the full list of changes below, and make sure to update your game to the latest version to receive the fixes.
v1.10.6.0
- Fixed contextual orders no longer working even if you were within radio/speaking range of a bot.
- Fixes to several multiplayer exploits, including one that allowed clients to cause server-side lag by sending specifically crafted messages to the server, even if the server didn't allow them to join.
- Fixed a bug caused by the water flow changes in the previous update: water flow through gaps in inside the submarine was much faster than intended when there were multiple breaches on the submarine's outer hull.
- Reduced the water flow through gaps when the hulls on are not linked. Linked hulls are intended to behave as if they were one room, and should allow unrestricted water flow.
- Railgun shells now disappear shortly after the first impact: the change in the previous update (which allowed them to penetrate multiple limbs/targets) had the side-effect that a shell that went through a single limb could fall back on the submarine and still do full damage.
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Uploaded Jun 10, 2026
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System Requirements
How to Install
Barotrauma.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.4 GB
22833777
599AA0EF
063090d00e0ae9e2ec3081a4806ed398fc009a8e4ec81507dc2d37ce990dd6fc
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View AllDownload Barotrauma for PC with a direct link or via torrent. Get the full version of Barotrauma for free. Barotrauma is a Action released by FakeFish.