
Steam news
Full Steam announcements and update articles for this title.
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.
Hello everyone! The first gameplay trailer of the upcoming Barotrauma Home & Harbor DLC was just released during the Triple-I showcase! We are incredibly excited to finally be able to show you a glimpse of what to expect later this year. But if a mere trailer did not quench your thirst for knowledge, we also released a behind-the-scenes look at the development of the DLC with our Dev Diary episode 1! In this episode, our lead developer and designer sat down for an interview about the development process so far. Check it out to learn more about how the DLC came to be, what growing pains it has gone through, and what we are most excited about. Two more episodes are in the works, the first focusing on the new base building and management features, and the final episode dealing with the Descendants. Take a look at both the trailer and the Dev diary below!
Plus, here's a link to the full Triple-I showcase:
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.
Hello everyone! This year’s Spring Update is just around the corner now, to be released after Easter. It will be a substantial collection of fixes, changes and improvements, with a bit of new content sprinkled throughout. Here are some hand-picked highlights from next week’s Spring Update:
Reworked Tier 1 submarines
The Barsuk, Dugong, Orca, and Camel submarines have received long-overdue reworks.
Look forward to cleaner and more detailed visuals, gameplay improvements to wiring setups and layouts plus a bunch of fixes to waypoints and other issues.
The Camel and Orca will now make use of the pipe weakpoints and valves system we introduced in the Winter Update.
Notable changes and improvements
You will be able to deconstruct characters and monsters. No more wading around in mudraptor guts, and you can finally dispose of that suffocated assistant in the ballast!
Glowsticks and flares have more health, making them more useful as a monster distraction.
Additions and improvements to the vanilla item assemblies.
Many fixes to creature pathing and item targeting.
Reduced the default respawn timer from 300 seconds to 30 seconds.
Characters no longer drop items when the player disconnects. No more losing precious tools!
Another attempt to fix reported freezes at 80% in the loading screen.
Characters that respawn in a flooded hull will now spawn with diving gear.
Support for custom event-based missions
Modders can use this functionality to make a mission trigger a specific event which can control the success/failure of the mission using MissionStateAction.
We have added a couple of “speedrun” missions as an example of this system.
Some of the features in this update will function as groundwork for the upcoming DLC, which we are very excited to share more information about soon… actually as soon as next week, when we have new video featured in the Triple-I Showcase. Don’t forget to tune in to the Triple-I Initiative on Thursday 9 April at 6pm CEST/9am PDT to find out more about our upcoming Home & Harbor DLC!
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.
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!
As we’re closing in on the end of another year, it’s time to take a look at what Barotrauma’s Winter Update 2025 has to offer. Like our earlier updates this year, this one will also focus on fixes and improvements, with some new content sprinkled in.
For the first time in a while, we’re adding a new vanilla submarine. The Wallaby, a new Tier 2 Attack class submarine, is a smaller sub with a surprising amount of firepower. The Wallaby also uses the new pipe weakpoint and valve system we are introducing in this same update. When a weakpoint bursts and starts spewing water, turning the valves can help in fixing the leak. However, any pumps connected to the valves will also stop functioning, so make sure your crew stays on top of things! The Winter Update will add a long list of fixes and improvements, including but not limited to:
Valves and weakpoints: Pipes can burst due to impacts with walls or being rammed by monsters, causing a water hazard. Burst pipes can be more easily repaired by shutting off their associated valves. The downside of closing a valve is that it also disables any linked pumps.
Multiple timeout threshold changes to reduce errors like “timed out”, “expected old event” and “expected removed event”.
Fixed characters sometimes suffocating or dying if loading into the round takes a long time.
Fixed AFK setting staying enabled when a client loads a campaign, causing them to load into a round with no character.
A possible fix to the game freezing around the 80–95% mark of the loading screen.
The Winter Update will be released early next week. Stay tuned!
We’ve been hard at work on the Home and Harbor DLC and wanted to share a few cool additions with you before the year is out. We'll go into more detail later on the bigger new systems and features we've been working on, such as the outpost building, economy and combat changes, but here’s a sneak peek at a couple of Descendant submarine technologies. The singularity reactor
A new, cleaner alternative to a nuclear reactor for power generation. It’s simple, really: the larger the singularity, the more power it creates. But be careful, as a powerful singularity is also more unstable, and prone to escaping containment to wreak havoc around your submarine. DO NOT PUT YOUR HANDS INTO THE SINGULARITY. They might come off.
Swarm torpedo launcher & the Thales Cannon
The Descendants can help outfit your submarine with highly advanced armaments. The swarm torpedo launcher fires a torrent of small torpedoes in rapid succession, which you can then guide to a target of your choosing with an integrated laser guidance system on the turret.
If you prefer a more up-close and personal approach, try the Thales Arc Cannon. This large turret releases a short range burst of lightning, ideal for dealing with groups of hostiles as the lightning will chain from enemy to enemy in an electric display of destruction.
What do you think so far? More information about the Descendant faction and the Home and Harbor DLC will be coming your way next year.
Following the release of the Winter Update next week, we will monitor the bug situation for a while and hotfix any serious issues, as usual. After that, we will head for holidays and be closed for business for a couple of weeks around Christmas. We wish you all a beautiful and relaxing festive season and will see you again in January. Happy holidays, everyone!
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.
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!
The Autumn Update has just been released, with many fixes and improvements. Below are the highlights of the update, and you can find the full list of changes at the end of this post.
Added new "Blueprint" type of items, which are needed to unlock crafting recipes and make use of Alien materials. Blueprints can be found as loot or some can be bought from traders.
Railgun rebalance: Railguns now behave more as expected as they can hit multiple targets rather than disappearing on the first hit.
Grenade aiming improvements.
Broad spectrum antibiotics and antibiotic glue balance passes: BSA has a more universal effect, glue is more situational and has drawbacks. Infections are not as easily cured or prevented anymore.
Several fixes for the ongoing multiplayer exploits.
A lot of bugfixes.
Be sure to update your game to be able to host and join multiplayer servers. We hope you'll enjoy the update!
v1.10.5.0
Balance:
- Railgun rebalance: The railgun has been deemed on the weaker side by the community. It has been given a satisfaction pass, where now the high-power shell behaves more as expected, capable of penetrating multiple limbs or submarine walls, dealing more damage.
- Broad-spectrum Antibiotics now affect all limbs with infected wound with one application, but cure less infection per limb. Base prices for Plastiseal, Antibiotic Glue and Broad-Spectrum Antibiotics have been adjusted.
- Antibiotic Glue is now less effective on healing burns, bleeding and infections and inflicts organ damage even with successful application (and even more with failure).
- Added a pass to make grenades more easy to aim (and less likely to always hit the wall in the back due to excessive sliding/rolling)
- Reduced and equalized throwforce of most throwables (grenades, explosives) to 3.5 (some were 3.5 already, some 4.0).
- Add angular dampening on grenades to reduce excessive sliding/rolling.
- Frag grenade now uses a rectangular body instead of round/capsule, to avoid rolling too far (more in line with other grenades).
- Reduced throw force when aiming throwables downwards.
- Lower the rate at which skyholder artifacts and portable pumps drain water (both were way too effective for managing leaks).
- Made all variants of fractal guardians vulnerable to EMPs.
- Security NPCs on submarine encounters are now better armed, with weapons fitting the faction.
Blueprints:
- Added new "blueprint" type of items, which unlock crafting recipes.
- Three new alien material blueprints: physicorium, dementonite (gravity) and incendium, which unlock relevant (ammo) recipes.
- Alien blueprints need to be researched at a Research station.
- Merchants of all factions now sell item blueprints fitting to the faction's identity, locked behind reputation.
Miscellaneous changes:
- Made vent sounds a bit more quiet.
- Made crate shelf and makeshift shelf container UIs vertical to match the look of the sprites.
- Made some items be attachable only to the floor.
- Planters cannot overlap, and attach only to the floor, rather than attaching to the wall.
- Makeshift shelves are attached to the floor.
- Outpost NPCs react to players dragging other outpost NPC's corpses. Normal NPCs flee, security arrests you.
Fixes:
- Fixed gaps significantly slowing down the flow of water, especially when water is flowing up through the gaps.
- Fixed PvP outpost selection not working reliably (when you selected some specific outpost, it was possible for some other outpost to get selected regardless).
- Fixed bot AI not running if a bot below 0 vitality is forced to stay unconscious with e.g. adrenaline or talents.
- Fixed incorrect offset on the light that renders on a boarding pod that's in a loader.
- Fixed defense bot only escaping if it attemps to fire it's weapon and fails due to being out of ammo, but not when it doesn't have any ammo available.
- Fixed outpost NPCs sometimes spawning on non-human spawnpoints, e.g. the monster spawnpoints in research modules.
- Fixed NPC conversations about the submarine being very deep starting to appear too late (at the point when the sub is already at crush depth, instead of the point where camera shake and audio effects start appearing).
- Fixed yet another issue with modded hairs: hairs got misaligned in the bottom-right character portrait if they were set to inherit the origin of the head sprite, and the head sprite's origin was not at the center.
- Fixed all pets in the level getting added to the player crew at the end of a round, e.g. even hostile pets or pets inside beacon stations.
- Fixed id cards only being sold in normal outposts and cities (not mining, research or military outposts).
- Fixed loading screen tips often cycling too fast to read during the initial loading screen.
- Fixed "Find Jacov Subra" mission completing if you enter the outpost he's hiding in, even if you don't find him.
- Fixed vents' oxygen output warning being incorrectly shown when vents have been moved between hulls in the sub editor.
- The "drop item" hotkey is disabled when the inventory is not visible (e.g. when operating a turret).
- Fixed inability to issue orders that don't target any character in particular (e.g. ignore or deconstruct orders) when no-one can hear the order.
- Server log fixes:
- Fixed new lines added to the log ignoring the filtering.
- Fixed log jumping up when new lines are added while you've scrolled up to read older messages.
Modding:
- When saving a submarine or an outpost in the editor, the game suggests saving it in a subfolder that contains subs of the same type instead of always saving it in the root folder of the mod.
- Fixed "Equipped" item requirement only checking held items, not worn items as the documentation says.
- Option to define tags for wrecks and beacon stations in the sub editor, and to make a wreck or beacon mission choose a random wreck or beacon station with the specified tags using the attributes "BeaconTags" and "WreckTags".
- Fixed new elements defined in an item variant failing to be added to the variant if there's ClearAll elements present.
- Fixed submarine upgrade UI displaying an incorrect icon on items that don't have an inventory icon but use the item's normal sprite instead.
- The "sort stacks" and "merge stacks" buttons can be hidden from containers using the attributes "ShowSortButton" and "ShowMergeButton".
- Changed how store item availabilities work by default: if no min/max amount is defined, there can be 0-5 items available instead of there always being 5.
- Some new decorative outpost props: empty versions of the existing storage shelves which contained some decorative items.
- Fixed game freezing if a bot uses a weapon that has both a RangedWeapon and a RepairTool component.
- AnimController properties can now be accessed using conditionals.
- Fixed bots being able to unequip and reload non-interactable items if they have those in their inventory (e.g. if some custom event forces them to spawn with non-interactable items).
- Fixed corpses spawning in wrecks that have neither human or corpse spawnpoints (making it impossible to create wrecks with no corpses).
- Fixed unnecessary console errors about failing to load a texture when trying to preload some monster/enemy with \ tags in the filename.
Hello everyone!
It's time for the next Barotrauma update. In keeping with our other releases this year, the Autumn Update is light on content, as we've all hands on deck working on the upcoming Home & Harbor DLC, but this update should improve your experience on Europa in many ways. Here are the highlights:
Added new "Blueprint" type of items, which are needed to unlock crafting recipes and make use of Alien materials. Blueprints can be found as loot or some can be bought from traders.
Railgun rebalance: Railguns now behave more as expected as they can hit multiple targets rather than disappearing on the first hit.
Grenade aiming improvements.
Broad spectrum antibiotics and antibiotic glue balance passes: BSA has a more universal effect, glue is more situational and has drawbacks. Infections are not as easily cured or prevented anymore.
Several fixes for the ongoing multiplayer exploits.
A lot of bugfixes.
As usual, the full list of changes will be released along with the update, next week. Stay tuned!
Hello everyone! This year’s Summer Update has just been released, with a long list of fixes, improvements and small additions. Here are some of the highlights:
Support for Steam Timeline: When you record gameplay directly within the game using Steam’s Timeline feature, the game adds markers about notable events in the game.
The new Rifle Scope will help some weapons in long-range battles.
Power Distributor with 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output.
Scaling and rotation tools to the submarine editor.
Pet improvements submitted by Uberpendragon. (Thank you!)
A few new optimizations
46 bugfixes, including this fun one: “Fixed ’fake fires’ you see when under psychosis sometimes turning into real fires in single player.”
See the full list of changes below and be sure to update your game to the latest version to be able to host and join servers! We hope you enjoy the improvements in this update, and stay tuned for more content additions to come later. We’re going to be around for a while longer to see that the update runs smoothly, and soon after we will log off for some summer holidays. We’ll be back in action in August and wish everyone a beautiful and relaxing summer! v1.9.6.0 Changes and additions: - Added Power Distributor item. Includes 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output. Can be used to, for example, build a circuit that redirects power from less vital systems to weapons or pumps in an emergency. - Added Rifle Scope. - Better Steam Timeline support: when recording gameplay using Steam, the game adds markers about notable events in the game. - Added scaling and rotation tools to the submarine editor. Enabled using buttons in the top-right corner of the editor. - Characters don't throw flares when also holding a ranged weapon (allows shooting with a flare in hand). - Improvements to pets (kudos to uberpendragon): improved ragdolls and animations, gave them head slots so they can wear hats, added damage modifiers to shells. - Mindwipe resets the extra talents gained via the assistant's Apprentice talent tree, preventing the use of Mindwipes as a way to make an assistant unlock the specialization trees of all classes. - Alien Blood is now less powerful, by curing less "Bloodloss" affliction and causing more psychosis. It is widely available and made saline and blood packs pretty redundant. It now also requires more medical skill. - Added option to filter by name and to change the sorting of the save files listed in the "load game" menu. - Made circuit boxes' external connections (the once that hook up to other items) use the same labels that have been set inside the circuit box. - Made the freecam console command a toggle: entering it again gives you back control of the character. - Added "loslightingfreecam" console command (convenient for testing, executes those 3 commands). - Upgraded to .NET 8. This should not cause any noticeable changes, aside from perhaps very minor performance improvements. Allows code mods to use C# 12 features. Multiplayer: - Fixed sending rapid reports of leaks, fires, enemies etc easily causing the spam filter to kick players with no warning. - Added buttons for selecting or deselecting all mission types to the server lobby's mission type selection. - Fixed wall damage desyncing if you purchase wall repairs in an outpost, undock and then save and reload (the walls would appear repaired client-side, even though they're actually broken server-side). - Fixed the "nudge buttons" that appear next to the nav terminal's docking button not working in multiplayer. - Fixed oxygen and fuel tank explosions not appearing client-side in multiplayer, making it seem like you're taking burn damage out of nowhere when you happened to be near one an "infinite explosion loop" (described below in the fixes section). - Fixed players only getting a karma penalty for overheating the reactor if they stay at the reactor. - Fixed another networking issue that sometimes caused the biome and outpost selection dropdowns to break in the server lobby, causing the clients to constantly spam the server with requests to change the biome/outpost. Optimization: - Optimized memory usage of text files. Now only the text files for the language you have currently selected are kept in memory. - Optimized the memory usage of submarine files. Previously the XML of all the enabled submarines was kept in memory, causing excessive memory usage when you have a ton of custom submarines installed. Fixes: - Fixed oxygen tank shelves sometimes causing "infinite explosion loops", when tanks in the shelves exploded other tanks while the shelves were filling the tanks. - Fixed camera not following your character when ragdolled/unconscious. - Fixed "unsubscribe" option not showing up on the mod list on mods that have pending updates. - Fixed NPCs spawned by events sometimes spawning inside jail cells in outposts. - Fixed clowns never turning psychotic in the clown escort missions (there should be a small chance of that happening as the mission progresses). - Fixed talent progress not being mentioned in the tooltip on "extra talents" (talents unlocked from outside the tree). - Fixed salt bulbs exploding immediately in water (as opposed to having a small delay like other water-reactant items). - Fixed hair and other attachment sprites still being misaligned in some UIs (character creation menu and outpost medic UI) if their origin doesn't match the head's origin. - Fixes to several outpost and ruin generation issues: - Pre-built "fallback outposts" sometimes spawning instead of a proper outpost, and sometimes even instead of a ruin. - PvP outposts still sometimes generating outside the PvP mode (particularly when using mods with new location/outpost types). - Fixed some consumables (e.g. energy drinks, beer, protein bars) getting consumed immediately if you hit E while drinking/eating. - Fixed lights rendering upside-down on planters that have been flipped horizontally. - Fixed inability to sit while using a surveillance center. - Fixed option to give an item to another character showing up when you drag a large item (an item that won't go in the inventory slots) over someone, even though these items can't be given by dragging and dropping. - Fixed ability to give characters multi-line names, which would break some UI elements. - Fixed spawncharacter console command spawning monsters in the player team if the team argument is not given. - Fixed R-29's bottom wall not leaking. Might've affected other submarines as well: there was a bug in the logic that prevents overlapping walls leaking faster than individual walls, which caused the game to sometimes interpret large gaps next to the wall as "overlapping walls". - Fixed fabricator no longer communicating in any way when an item can't be fabricated because it requires a recipe. - Fixed inability to focus on unconscious characters by clicking on the crew list. - Fixed parts of the Jove sculptures found in ruins being misaligned in mirrored levels (= when travelling through the level backwards). - Fixed the Multi-tool not functioning as a screwdriver for event checks. - Fixed "fake fires" you see when under psychosis sometimes turning into real fires in single player. - Fixed PvP mode weapon crates showing up in the sub editor. - Fixed undoing the removal of an item from a container sometimes causing a crash in the sub editor. - Fixed hulls extending below the floor in Kastrull's drone and the lowest deck, preventing them from draining fully. - Fixed endworm's jaws sometimes doing AOE damage to characters after the endworm has died. - Fixed rotated structures not appearing rotated on the sonar. - Fixed talent refund points getting lost on save and reload. - Fixed multi-part subs (subs consisting of multiple docked subs with other subs ducked to them) getting flipped incorrectly in PvP mode. - Fixed "teleportsub endoutpost" crashing the game when a level is not loaded (e.g. in the sub editor's test mode). - Fixed selected outpost module sometimes not loading in the sub editor's test mode, and a random outpost generating instead. - Fixed pre-built "fallback outposts" failing to load in the sub editor (generating a full outpost instead). - Fixed ability to put items in locked containers (e.g. running deconstructors) by hitting the drop key. - Fixed wearing "mother's providence" and "mother's countenance" (special clown suits worn by the Jestmasters) not unlocking the "Praise the Honkmother" achievement. - Fixed "secondary explosion" 2 seconds after a gravity shell has exploded and disappeared. - Yet another fix to contained items rendering incorrectly on flipped items: affected contained items that are set to draw at an angle of 90 degrees relative to the container (e.g. fuel rod in a rapid fissile accelerator), causing them to draw backwards. - Hid PvP weapon crates in the sub editor (because these require the PvP event and do nothing by themselves when placed in the editor). - Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets). - Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo. - Fixed PvP variants of underwater scooters sometimes spawning in cabinets in the campaign. Modding: - Better support for configuring custom location types and configuring where they appear. Examples in the locationTypes.xml file. - You can spawn a fixed number of a location type on the map (e.g. to have unique named locations). - More control where specific location types spawn (e.g. near the beginning of a biome). - Location types can be configured to "inherit" things such as event or outpost modules from another location type. - Escort mission fixes and improvements: - Fixed ""terroristAnnounceDialogTag" being completely ignored, making the terrorists always say the default separatist lines regardless of what's configured in XML. - Added support for spawning multiple items for the terrorist, or optionally choosing random ones using a "ChooseRandom" element. Previously only one random item was chosen. - Added some documentation for the mission type. - Added support for making an item variant clear all elements of a certain type from the XML. Done by adding the element to the item variant, and then defining the elements to clear as it's child elements (e.g. would clear all fabrication recipes). - Support for streaming any audio clip instead of loading them into memory (previously streaming was only supported for background music). Enabled by adding stream="true" to the sound element. Recommended for longer audio clips (such as music tracks played by items). Please note though that streaming audio comes with some CPU and IO overhead, so it's not recommended to blindly enable it on everything. - Fixed specific kinds of looping sounds sometimes not playing in multiplayer (specifically, long sounds that are triggered right at the start of the round by a status effect, but not in the player's hearing range, e.g. rave music in Dynamic Europa's pirate outposts). - Fixed NPCs made to hold an item using NPCOperateItemAction repeatedly equipping and unequipping it. - Fixed delayed effects executing at the position where the entity was when the effect was triggered, not where the entity is when the delay passes. - Fixed salvage missions causing a crash and the "interact" target type not working if the target item has no physics body. - Fixed performance issue caused by element when using an invalid item identifier. - Fixed colored text not working in the options in conversation prompts. - Added CameraAimOffset property to Holdable component. Allows modifying how far the camera can be offset when aiming, making it possible to implement e.g. scopes. - Added AbandonOnReset property to CombatAction and NPCWaitAction. - Fixed some issues with PvP outpost selection that made it difficult to implement custom maps: - If a mission was set to use a PvP outpost with some custom tag, the game might still not use it, because it chose the PvP level generation parameters, which would enforce an outpost with the vanilla "PvPOutpost" tag. Now the game tries to choose an outpost with the specified tag regardless of the level generation parameters. - When "random" was selected on the outpost dropdown, the game would choose any random outpost without taking the selected mission into account. - Fixed sounds configured to loop while an item is worn not stopping when the item is unequipped. Did not affect any vanilla items. - Option to force a specific type of location as the campaign's start location by adding ForceAsStartOutpost="true" to the location type config. Ignored when the tutorial is enabled. - Option to disallow attaching items over specific kinds of other items (e.g. DisallowAttachingOverTags="container,wallattachment"). - Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets). - Fixed OnInserted status effects triggering when loading a submarine/container which already contains items. Now the effects only trigger when the item is placed in the container. - Fixed ability to equip/unequip noninteractable items using the "quick use" button above the slot. Only affects modded content (non-interactable items that are forced into a player inventory). - Fixed Items' HasBeenInstantiatedOnce property not being saved, making it basically unusable. - Fabrication recipes can be unlocked using StatusEffects (e.g. unlockrecipe="autoinjectorheadset"). - Fixed SpawnRotationType.This not doing anything if the item executing the effect doesn't have a physics body, or if it's attached to a wall (which makes the item "temporarily" not have a body). - Hidden missions (ShowInMenus="false") don't show up on the campaign map nor the mission selection panel. In the vanilla game, all hidden mission were triggered when the round starts so they wouldn't be visible there anyway, but that may not be the case with modded missions. - Added CauseOfDeathType property to Character. Not used by the vanilla game, but can be used by mods to check the cause of death of the character using conditionals (e.g. if some OnDeath effects should or should not be triggered by certain causes of death). - Support for animated affliction overlays (works the same as the animated HUD overlays on items such as the surveillance cameras). - More options for configuring how Holdable items can be attached to the sub: AttachesToFloor (when enabled, the item can only be attached to a position where it touches the floor), AllowAttachInsideDoors (enabled by default), DisallowAttachingOverTags (tags of items the item cannot attach over).
Hello everyone!
It’s time to officially announce that Barotrauma is getting a major expansion: the Home and Harbor DLC is planned for release next year, with brand new gameplay, mechanics, and story.
The upcoming expansion consists of two main parts: Base building and a new faction. Both tie in seamlessly with the basegame campaign, unlocking new ways to enjoy Barotrauma.
The Home and Harbor expansion brings a whole new dimension to the game: You will be able to gain ownership of your very own outpost. You can then upgrade, expand, customize, manage and defend your base in many different ways, and gain perks that help you along your campaign.
In addition to the player outpost gameplay, Home and Harbor introduces an entirely new faction. The Descendants are a mysterious, high-tech faction that trace their origins to the early days of human habitation on Europa. Their storyline will shine a new light on the moon’s secrets, as well as present you with a lot of new challenges and rewards.
Home and Harbor will be released alongside a sizable free game update, which all Barotrauma players get to enjoy! This update ties the DLC features in with the main game content, and brings new life to the icy ocean for everyone.
The Home and Harbor expansion will arrive in 2026, and you can already wishlist it now:
Barotrauma Home and Harbor DLC
We hope you’re as excited about the upcoming release as we are! Let us know what you think in the comments.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Barotrauma, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Barotrauma statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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