
Steam news
Full Steam announcements and update articles for this title.
Attention Divers,
We've deployed a balancing and hotfix update. See the changelist below!
Balance
Loot can now spawn in enemy submarine lockers
Toilet schematic (Schematics_Industrial) spawn weight increased: 1 -> 12
Bug Fixes
Fixed issue with room water weights not calculating correctly, leading to submarine sinking sooner/later then expected
A second storage sack can now spawn to fix the issue where some items could be lost when loading a save
Fixed localization issue when displaying weapon reload speed
Fixed duplication/item overwrite bug with item storages
Fixed working suit carry weight buff not applying when going to next district
Fixed issue where fires that spread into system rooms without hitpoints (workshop, manned torpedo, etc.) could cause the fire to break
Fixed issue that could lead to crashes for some players
Fixed issue with clients dying when entering next district
Fixed issues with Automatons sometimes freezing
Are you experiencing bugs? Please let us know in our bug report form here.
Divers! The time has finally arrived - Darkwater is launching into 1.0 with the Nations Update!
It's been a long road since we entered Early Access back in April of last year, and since then we have added 4 major content updates adding a variety of customization, weaponry, enemies, submarine layouts and types, new districts and outposts to explore, and more. This final major update, titled NATIONS, continues to add a variety of content:
New Districts to explore - The Japanese District & Government Restricted Mining District.
New Weapons - The Officer's Sword, a Kanobo, & Fool Shotgun!
New Submarines - Type 3, Type 5 and a Secret Submarine are all available to unlock!
New Achievements - Challenges for you and your friends to undertake while traversing the depths of Enceladus.
Multiplayer Changes - The helmets of your crew will now light up when members are speaking, helping you to keep track of who is who! Places to hang out with your fellow mice when in mouse mode and more!
And that is just scratching the surface. The full patch notes can be found at the bottom of this post.
Nope! Darkwater enters into 1.0 we are pleased to announce that there will be no increase in price! But if you love the game and want to support Targon Studios, we have a shiny new paid Supporter's Pack available to purchase. This adds a couple of extra goodies for the most dedicated fans.
Be Good as Gold with the Golden Diving Suit and Golden Wrench. They provide no gameplay advantages but you will look great repairing those leaks! These golden effects apply to all three diving suits in the game, including the default suit and the two alternative diving suits you can find during your exploration.
Experience the soundscape of Darkwater with the complete 25 song soundtrack, including ambient tunes and that addictive Store OST to listen to at your leisure!
Grab the DLC here!
General
Player helmets now glow when speaking
Pneumatic Launchers now generate an explosion effect and sound when breaching into submarines
3 new achievements added
Pneumatic Launcher system renamed to Manned Torpedo
Districts
New district: Japanese Controlled
New district: Government Restricted Mining (spawns only on district 20 of endless mode)
Anarchy no longer increases in Government restricted district
New event: Government Dumping
Player Submarines
New unlockable submarine: Type 3
New unlockable submarine: Type 5
New secret unlockable submarine
K-100 submarine modified, unlock requirements changed
Mouse hangout added to every piloting room
Enemies
Outpost enemy divers can now wield knives and sledgehammers
New infected model
New infected animations: idle, attack, run
Infected damage reduced: 15 -> 12
Infected no longer spawn holding wrenches
Infected hitpoints increased: 60 -> 65
Enemy Submarines
New enemy submarine spawning group: Soviet
New enemy submarine spawning group: Japanese
New enemy submarine spawning group: League of Nations
50+ new enemy submarine variations added
Enemy submarines/divers can now use Pneumatic Launchers
Outposts
New outpost type: Imperial Compound
Fool's Shotgun now always spawns in Quest_Fool'sWorkshop(2x2)
New room: OutpostEntrence_Compound(5x4)
New room: GEA_Armoury(2x3)
New room: GEA_Canteen(5x4)
New room: GEA_Storage_00(2x3)
New room: GEA_Storage_01(2x3)
New room: GEA_SleepingCommons(5x4)
New room: GEA_SleepingHall_00(2x2)
New room: GEA_SleepingHall_01(2x2)
Bedroom_01(2x2) item spawn changed to: Suit
Bedroom_02(2x2) item spawn changed to: Suit
Machinery(4x6) item spawn changed to: Suit
New item spawn pool added: Suit
New Room: Quest_PumpingRoom(2x2)
Quest_PumpingRoom(2x2) now spawn in flooded outposts (outposts can now be drained of water)
Quest_Workshop(2x2) implemented
Quest_Workshop(2x2) can now spawn in Factory, Mine, Refinery, Residential, Soviet_Residential, and Mansion outposts
Quest_Fool'sWorkshop(2x2) implemented
Quest_Fool'sWorkshop(2x2) now spawn in Residential, and Mansion outposts
Items
Fool's Shotgun implemented
Officer's Sword implemented
Kanabo (melee weapon) implemented
Diving Suit implemented (Doubles oxygen time, water movement speed increased by 30%)
Working Suit implemented (Repair speed increased by 25%, item weight carrying penalty reduced by 50%)
Agility Suit implemented (Movement speed increased by 25%, stamina drain reduced by 30%)
New secret music disc
Balance
Water flow rate between blocks without doors greatly increased
Player oxygen loss rate doubled
Players now respawn with wrenches on easy mode
Gramophone spawn chance in Schematics_Industrial doubled: 15 -> 30
Updated outpost item spawning code so that items with a spawn weight >1 are now guaranteed to spawn
Diver fleeing chance when struck with low hitpoints reduced
Music
New ambient music: Japanese Controlled
New combat theme: Pneumatic Launcher
Enemy divers now wield knives on submarines equipped with arsenal rooms
New ambient soundtrack for Government Restricted district
UI
Main menu updated
Credits page in main menu updated
Inventory UI now disabled in lobby
Defeating a leviathan now displays a leviathan icon in the notification instead of a submarine
Bug Fixes
Attacking and blocking responsiveness for clients massively improved
Fixed issue where clients could lose items switching districts
Fixed several issues with clients selecting next district to travel to
Fixed issue where sonar map would sometimes fail to generate
Fixed issue where client activating SOS signal would cause infinite waiting screen
Clients should now see correct max district value in challenges
Can no longer block drowning damage
Pneumatic Torpedo broken floor concrete colour updated
Fixed enemy submarines that fired incorrect weapons
Enemies can no longer stun players with critical blocks, preventing players from attacking
Issue where Jumbo Crab could sometimes not hear clients should be fixed
Lights Out achievement now unlocks for all players when one player unlocks it
Bomb quest rooms can no longer spawn in flooded outposts
Fixed stretching thumb issue in certain first person animations
Fixed issue where client sound effects were more muffled than they should have been
All outpost searchable containers now play a sound effect
Adjusted airlock floor texture to better match nearby floor textures
Fixed airlock seam in Piloting(2x1)
Storage containers no longer stay open upon dying
Enemy divers and infected no longer slightly float above floors
Stunning crouching enemies no longer causes them to briefly float
Blocking sparks now only appear for local player
Automaton can no longer walk through Manned Torpedo wall
Leaks no longer rotate with bristle worms, lesser bristle worms, and kraken tentacles
Fixed issue where bristle worm collider could remain after being killed
Correct interaction display now appears on enemy torpedo and mine storage
Infected enemies optimized and should no longer cause lag
Hit marker no longer displays for clients when attacking dead enemies
Expiration of a tesla harpoon will no longer cancel another tesla harpoon that is still active on the same system
Fixed issue where anarchy going too high in Government Restricted would softlock game
Fixed bug where outpost loot spawn bonus didn't apply to dropped items
Fixed issue with Bristle Worm leaks rotating in outposts
Can no longer interact with Bristle leaks in outposts after killing them
Automatons now properly get stunned for a full 5 seconds when disabled with a fire extinguisher
Fixed unlock issue with Lights Out achievement
Fixed AI navigation issues with some of the outpost rooms
Can no longer start a run after selecting a locked submarine in lobby
Fixed tentacle/bristle worm leaks sometimes clipping with floor
Can no longer interact with items/objects when scene is restarting/refreshing
Fixed camera sometimes glitching when restarting/refreshing scene
Fixed issue where damage effect would not scale properly on some resolutions
Fixed resolution scaling issues with main menu
Fixed UI scaling issue with certain languages in submarine selection screen
Equipping derringer now shows correct model to other players
Fixed resolution scaling issues with main menu
Water flow rate change should fix floating water columns that can sometimes appear under large leaks
Fixed issue where pillars weren't generating in submarines
Fixed issue with dead infected sometimes spinning on ground for clients
Fixed storage item duplication exploit
Fixed storage item overwriting bug (if two items were placed in a storage at the exact same time, one would vanish)
Retreating from a battle now properly updates for all players
Successful piloting evasion no longer generates a sonar pulse for other players
Client players can now evade mines in piloting minigame
Fixed certain unlocalized names for some languages when changing keybindings
Locked rooms should now be guaranteed to spawn with loot
LockedRoom_01(3x4) is now guaranteed to spawn with a submarine schematic
Fixed issue where some players would see containers as empty, and some would see them unlooted
Quickly blocking and unblocking will no longer result in combat controller incorrectly believing you are still blocking
Fixed issue where weapons that could not be assigned targets (mines, shrimpshot, etc.) would sometimes break and not fire
Fixed overlapping version number in settings in certain languages
Fixed partially translated Chinese Simplified button in languages dropdown
Fixed issue where notification showing that a player joined would not be able to some characters from other languages properly
Fixed issue where email title could sometimes overlap with date in some languages
Fixed broken characters in microphone dropdown that could appear in some languages
Fixed overflow in weapon target text that could happen in certain languages
Fixed issue settings menu where "Auto" in the resolutions dropdown wasn't being translated to other languages
Fixed overflow issue in region dropdown in main menu for certain languages
Mouse side buttons can no longer be bound to keybinds
Fixed issue where fires could burn underwater after detonating an explosion
Water flow improved
Fixed issue where closing door on a flooded room would sometimes not disable pouring water effect
Fixed many cases of water stretching effect
Fixed AI navigation issue in StorageElevator (5x5) room
Looking for other people to play with? Have a bug to report? Want to say hi to the dev (and maybe learn about the next project?) Join our Discord or hit us up on socials!
Is this the end of content updates for Darkwater? Maybe.
We'll still be addressing bugs and issues that arise following 1.0, and may be adding some highly requested features - but so much has been added that Darkwater now officially feels content complete. We've delivered upon everything in our 1 year roadmap across four major updates (and several smaller updates), added all the planned features, and wrapped up the narrative.
Thank you so much for all your support in Early Access & beyond!
- Targon Studios & Playstack Team
We're excited to announce that Darkwater is leaving Steam Early Access on March 26, 2026 @ 10AM PDT! This will coincide with the final major update - NATIONS - which adds a variety of new submarines, weapons, districts, achievements, multiplayer system changes, cosmetics, community requested features, and more!
We'll have more to share (including the full patch notes) next week alongside the 1.0 launch!
Nope! As Darkwater enters into 1.0 we are pleased to announce that there will be no increase in price. In fact, we are making it cheaper for a limited time! Grab Darkwater for 30% off from now until April 2nd! If you love the game and want to support Targon Studios further, we will be releasing a shiny new paid Supporter's Pack DLC alongside the 1.0 launch that adds a couple of extra goodies for the most dedicated fans.
Be Good as Gold with the Golden Diving Suit (3 variations) and the Golden Wrench. They provide no gameplay advantages but you will look great repairing those leaks!
Experience the soundscape of Darkwater with the complete 25 song soundtrack, including ambient tunes and that addictive Store OST to listen to at your leisure!
This DLC will be entirely optional, cosmetic only, and allow us to keep the game cheap for you and your friends.
Looking for other people to play with? Have a bug to report? Want to say hi to the dev? Join our Discord or hit us up on socials!
Look forward to seeing you beneath the surface next week!
- Targon Studios & Playstack Teams
Darkwater's third major update sees the arrival of new submarine layouts and systems, emotes, an endless mode, new biomes. and the arrival of the Automatons. This update also includes the winner of our submarine design contest. While originally planned for 1.0, it is completed and available in game now!
Here all the full patch notes for the update.
Endless mode implemented
New split stack functionality added (alt key). Can split stacks of items when dropping or placing into storage
Can now hold alt + number (1-6) to swap items in inventory slots
2 new achievements implemented: Pyromaniac, Lights Out
Spraying players with Fire Extinguisher causes them to temporarily not be able to see
Fire extinguishers now stun enemy divers
Sound effect added for successful critical blocks (parrying)
Slash and Crush damage types introduced. Deals 20% bonus damage to susceptible enemies
Can no longer move to nodes with a destroyed engine
Enemy submarines can now rarely spawn with torpedoes and mines to loot
Adjusted Frontier district description
New enemy: Automaton (+allied Automaton variant)
Spraying Automatons with Fire Extinguisher cause them to temporarily power down
Automatons now disable when water level in the room reaches >50%. Will reactivate upon water level falling below 50%
Small attack delay added after enemies get stunned
New attack sound effects added: Bristle Worm, Lesser Bristle, Angler, Stalker, Burrow Crab, Sanctum Crab
New hurt sound effects added: Bristle Worm, Lesser Bristle, Angler, Stalker, Burrow Crab, Sanctum Crab
New death sound effects added: Bristle Worm, Lesser Bristle, Angler, Stalker, Burrow Crab, Sanctum Crab
New stun animations added: Angler, Stalker, Burrow Crab, Sanctum Crab, Bristle Worm, Lesser Bristle
Smoother enemy death animation (will no longer wait for another animation to end before playing): Angler, Stalker, Burrow Crab, Sanctum Crab, Bristle Worm, Lesser Bristle
Enemies assigned Slash damage vulnerability: Angler, Stalker, Tentacle, Diver, Infected
Enemies assigned Crush damage vulnerability: Bristle Worm, Burrow Crab, Clam Swarm, Jumbo Crab, Lesser Bristle, Sanctum Crab, Urchin, Automaton
New district: Volcanic District
New biome: Volcanic Rift
New biome: Bristle Colony
New music track added for Volcanic District
New outpost type: Hideout
New room: OutpostEntrance_Hideout(3x3)
New room: HideoutLoadingRoom(3x5)
New room: HideoutMachinery(4x6)
New room: HideoutFactoryHall_00(3x3)
New room: HideoutElectrical_00(3x3)
New room: HideoutCanteen(5x5)
New room: Hideout_Barracks(5x5)
New lootable container: Gun Locker
Hostile Automatons now spawn in outposts with human enemies
Hostile Automatons now have a very rare chance of spawning in outposts with infected enemies
New unlockable submarine: F1R3 Submarine
New unlockable submarine: Service Submarine
New system: Automaton Bay
New system: Piloting(3x2)
Pneumatic Launcher room visually modified
Explosive Harpoon Mk.1 reload time reduced: 14 seconds -> 10 seconds
Explosive Harpoon Mk.2 reload time reduced: 10 seconds -> 8 seconds
Explosive Harpoon Mk.2 time to reach sub reduced: 7.5 seconds -> 5 seconds
34 new enemy submarines implemented
Enemy submarines now have the ability to use Sonar system
Enemy submarines can now equip up to 6 weapons
New enemy submarine category implemented: Insane (spawns in endless mode)
Final boss submarine updated
Final boss variants added for Medium and Hard difficulty
Main menu banner updated
Camera position on terminals moved slightly forward to improve text readability
Camera position on store terminal screen moved slightly forward to improve text readability
New Emote UI panel added (can be opened with "C" key)
Emote Panel keybinding added to controls
Split Stack keybinding added to controls
New foam screen effect (fire extinguisher)
Hovering over an enemy's system during combat now displays the system information
Item grabbing animation implemented
Players now hold canned items for other players
Network animation added for players eating canned items
Backwards walking animation implemented
OK emote animation added
Point emote animation added
Distress emote animation added
Melee weapons given Slash damage type: Knife
Melee weapons given Crush damage type: Wrench, Sledgehammer
All ranged weapons have a maximum range now
System repair speed increased by 10% on easy mode
Leak repair speed increased by 10% on easy mode
Enemy damage decreased by 10% on easy mode
Credits item removed from Weapons_Small, Weapons_Medium, and Weapons_Large spawn pools
Firearm item spawns increased in Weapons_Medium and Weapons_Large spawn pools
Fixed issue where players hot-joining wouldn't see the correct sonar map
Hot-joining players now see which nodes have been visited
Sonar pulse no longer permanently prevents harpoon weapons from reloading
Fixed item duplication issue when entering new districts
District progression now properly displays for clients
Can no longer access vending machine from inside hiring room
Fixed flamethrower creating projectile effects
Emote panel button no longer stays highlighted after selecting
Emote panel buttons can no longer be selected when holding items
Defeating an enemy submarine by killing the crew now properly plays a victory jingle
Can no longer hover over your own submarine's systems
Fixed issue where wrench repair animation would sometimes keep playing after repairing a system
Fixed issue where leviathan sonar could continue into the next battle
Hanging suits on wall re-implemented
Fixed enemy spawn issue in Catwalk_Corridor(3x5)
Fixed issue where players could respawn directly above the shaft in OilShaft(5x5) and fall to a grizzly death
Fixed issues where if clients interacted with the store terminal the store door wouldn't close
Fixed issue where firing a fire extinguisher wouldn't play the animation over the network
Tesla effect now properly disables Fire Suppression systems
Storage count in the locker of SubmarineStorage(3x2) reduced from 16 -> 12 to solve storage bug
Can no longer see mansion layout through portholes
Fixed issue with FPS cap showing "Missing" on boot up for other languages
Fixed death animation issue with Bristle Worm
Fixed text overflow issue with microphone dropdown in settings
District selection buttons text no longer overflow outside of the button for certain languages
Combat warning text no longer overflows on to warning icon in certain languages
Harbour lights no longer show an incorrect shadow on the ground when held
Fixed issue with "success" message overflow on hackable terminals
Fixed issue where "disabled by magnetic pulse" would not properly display on first pulse
Storage sack renamed from "Storage Locker" to "Storage"
Storage sack is no longer host only, any player is able to access it
Fixed issue where players could die when entering new districts
Fixed issue where player corpse could stop spawning after first district
Fire text no longer displays while riding Pneumatic Launcher
Text for leviathan victory corrected for many languages
Hot-joining players now correctly see which hatch needs reloading in weapon systems
Players returning from enemy submarine using Pneumatic Launcher no longer hold double handed items in one hand
Fixed issue where players would not see the correct fuel storage amount on enemy submarines, and wouldn't be able to loot it
With a new content drop comes a new update to our roadmap.
With the release of Fire and Brimstone, we are quickly approaching the end of the content we planned for Early Access. The next update, Nations, will mark the release of Darkwater's 1.0 release on Steam! This won't truly be the end of development for Darkwater, but it will mark a point where we consider the game complete, and its original scope fulfilled. We'll have more to share on what is coming with 1.0 and the future of Darkwater early next year.
We're adding Steam Community Items to Darkwater! These will include:
7 Steam trading cards, featuring concept art of the various enemies in Darkwater.
3 steam backgrounds
10 Emoticons
6 earnable badges through crafting.
Anyone that has played Darkwater already for a sufficient amount of time will retroactively receive half of the available cards, and the remaining half can be earned through trading, purchased on the Steam Market, or from booster packs.
These are currently in Steam review, and once approved, will be available. We expect these to be public by early next week, so keep your eyes on your inventory!
Darkwater will be on sale for 30% off as part of the Steam Winter Sale starting on December 18 and ending January 5. So if you are looking to get some new divers into the fold, it would be a great time to do so!
As always, thank you for the continued support. Join the Discord to chat with fellow divers, report any bugs you may come across, and see you below the surface.
- Playstack & Targon Studios
Thalassophobia hasn't stopped you or your friends from braving the depths, so consider nominating us for the "Better with Friends" Steam Award!
Thanks again to everyone who checked out Darkwater in 2025, and look forward to more content updates soon!
- Targon Studios
Attention, Divers.
The ocean has frozen over. You're not getting out any time soon. But that doesn't mean your vessel can't be a good foundation for your escape.
We're launching the Darkwater: Submarine Layout Contest - this is your chance to shape the decks that might one day save your crew and get you to safety.
Using the provided PNG layout template, submit your very own submarine design. Think of it as a starter sub - it’s going to be basic, but useful. Will you prioritise crafting, or combat? Will your piloting terminal be right by the water pump, or the other end of the hall? It’s up to you.
The best blueprint will be added to Darkwater when the game launches into 1.0, and receive a free copy on Steam of the game, as well as two other Playstack titles Balatro & Abiotic Factor. The runner-up won’t leave empty-handed either, getting a free copy of the game too.
Begins: Monday September 29 2025, 6pm BST | 10am PST
Deadline: Monday October 13 2025, 6pm BST | 10am PST
Winners Announced: Friday October 17 2025 on the official Discord
Prizes:
Winner: Their winning entry added to Darkwater at 1.0 release, along with their name in the game credits, one Steam copy of Darkwater, and one Steam copy of Playstack titles Balatro and Abiotic Factor. Plus the **Winner** role on Discord!
Runner-up: One Steam copy of the game
Join the Darkwater Discord.
Head to #submarine-layout-contest channel.
Submit your layout by the deadline.
One submission per entrant - your most recent submission will supersede the last.
You must use the provided PNG template.
You must use only available in-game modules.
Entries must be suitable for all ages.
Include your Discord handle on the image. No watermarks.
No use of AI.
Max file size: PNG under 10MB.
Contest is only open to residents of specific regions, see full terms & conditions.
Winners will be contacted via Discord. You’ll need to verify with an email.
All decisions are final.
Full terms and conditions can be found on https://www.playdarkwater.com/submarine-contest
Darkwater's second major update, Brimstone, is available now! This update adds a series of fire based weaponry, submarine systems, items, mechanics, challenges, and more!
To celebrate the release, Darkwater will be on sale for 30% off as part of the Steam Autumn Sale, and we are running a contest to give you a chance to get your submarine layouts added to the game officially! Check out the full details on that competition here, and check out the full patch notes for the update below.
Patch Notes - Brimstone Update
Interaction manager vastly improved. Priority system added to interactable objects (can now interact with objects through doors, can repair leaks through lanterns, etc.)
Firearm ammo count now displays when fired/reloaded
Submarine weapon accuracy formula modified: Mines more likely to hit, missile harpoon weapons (Lance, Trident) less likely to hit
15 new enemy submarines implemented
3 achievements added for the 3 new challenges
New banner image added to main menu
Fire Mechanics
Fire mechanic implemented. Rooms can now catch fire which can spread across submarine
Standing in fire damages entities 2 hitpoints every 0.5 seconds
Water levels above 25% extinguishes fires in a room
Doors reduce fire spread by 50%
All Engine Rooms now contain a Fire Extinguisher
New fire warning icon for submarine display (similar to leak icon)
Fire spread speed tied to difficulty
Fires now have a chance of detonating explosive items inside of the room it's burning
Fires damage systems (each fire dealing 5 system damage per second)
Challenges
Challenge mode added to the lobby terminal
New Challenge: Precious Cargo
New Challenge: Defunct Engine
New Challenge: Late Lockdown
Items
Flamethrower Implemented
Submarine Systems Manual Fire Suppression (1x1):
Manual Fire Suppression (1x1) room implemented
Can be manually turned on to shower the submarine with water to douse fires
Automated Fire Suppression (1x3):
Automated Fire Suppression (1x3) room implemented
Automatically detects fires and douses them with water
Defunct Engine (1x2):
Defunct Engine (1x2) implemented
Provides 0 boost to evasion and 0 boost to retreat
Catches on fire after getting destroyed
Heavy Workshop (2x3):
Heavy Workshop(2x3) implemented
Equipped with a Workshop and Trash Compactor
Equipped with a Blowtorch and Flamethrower
Equipped with a Flamethrower Refill Station (costs 1 fuel)
ContainmentRoom (3x2):
Containment Room(3x2) implemented
Contains live aliens stored in crates
When damaged, releases aliens into the submarine
Items
Fire Extinguisher implemented, can be used to extinguish fires
Fire Extinguisher added to loot pools: EnemyDrops_Diver, Industrial_Large, Industrial_Medium
Fuel Barrel explosion damage reduced: 95 -> 75
Fuel Barrel explosion generated leaks lowered: 2 -> 1
Fuel Barrels now generate fires after exploding
Submarine Weapons
Brimstone (Torpedo) implemented. Catches targeted room on fire
Flame Torpedo Mk.1 implemented. Catches targeted room on fire
Bombard (Mine) implemented. Catches rooms on fire
Shrimpshot.
New weapon effect: Fire
Bug Fixes
Fixed issue where water could spread through walls in certain circumstances
Fixed issue where repair progress wouldn't display for damaged systems when not holding a wrench
Fixed typo in Abandoned District description
Fixed incorrect space in evasion bonus display in store/layout screen
Small Medical Kits can now be stored in the cabinet of Medbay (2x2)
Fixed weapon target icon staying on screen after battles rarely
Fixed issue where 20 credits was improperly removed upon resetting the submarine (issue with the code believing the hire crew lever was pulled)
Water splashing walking sfx no longer plays when water isn't visible on ground
Submarine inventory now properly syncs over network in store
Purchased store weapons now properly syncs over network
Fixed door collider in Penal_BedroomHall_01(5x4)
Players can no longer run through the shop door as it's closing when somebody is trying to edit submarine
Can no longer queue up attack while blocking
Restart button no longer displays to clients in end screen
Thanks again for all your support - and don't forget to join the Discord to chat with fellow divers!
See you below the surface.
- Targon Studios & Playstack
Darkwater's first major update - INVASION - is available now!
This update focuses on improving many aspects of the gameplay loop, including new enemies, locations, system mechanics, and more.
Some highlights include:
Stealth system - players can now crouch, and a visual indicator has been added that denotes how sneaky you are being. Enemy AI has also been adjusted to react to sound, allowing you to avoid engagements.
New enemies - four new aquatic creatures will roam the vacant outposts, some more dangerous than others.
New Leviathan - The Kraken. This monolithic creature will capture your submarine with its tentacles that are capable of piercing the hull. Avoid at all costs.
New Submarine Equipment - Arm your sub with Depth Charges and Explosive Harpoons, craft supplies equipment from the medical bay crafting bench, and install the new Command Room ship module - now available from the shop.
Harpoon Gun - A new heavy duty rifle that can be found inside outposts that propels harpoons at terminal velocity.
New District to explore - Frontier
Biomes - Four new biomes to explore while navigating districts. This combined with 9 new variations of pirate submarines have been detected searching the depths adds a lot more variety (and danger) to naval combat.
And that is just scratching the surface. Check out the full patch notes below.
Sneaking mechanic implemented. Players can now crouch and a a visual indicator is now visible on the HUD that shows how much attention you are drawing to yourself, making it easier to avoid encounters.
Game now refreshes upon entering a new district to improve overall game and network stability.
Can no longer consume items at full health. No more accidents!
Clients now see a locked screen in the lobby for the host settings.
New emails added to the terminals.
Hacking minigame has been made slightly more difficult on Easy. Path length increased: 4 -> 5
Stampers glow effect slightly reduced.
New items can now be displayed on the tool board: Wrench, Squeaky Hammer, Harpoon Gun.
Mice now scream upon falling into the abyss.
Mice no longer run out of stamina.
New submarine system: Command Room.
New crew damaging weapons (Explosive Harpoons, Depth Charges) now deal bonus damage against leviathans (+50%).
Medium Arsenal Double Shotgun count reduced: 2 -> 1
Medium Arsenal Shotgun Ammo count reduced: 16 -> 8
Player and enemy diver locations and health now display on combat screen.
9 new enemy submarines implemented.
New weapon: Depth Charge Mk.1, Depth Charge Mk.2, Explosive Harpoon Mk.1, Explosive Harpoon Mk.2.
Certain weapons can now deal crew damage. Watch that friendly fire!
New leviathan weapon: Ink Blob, Tentacle, Barnacle
Submarine weapons that deal no water or system damage no longer disable lights in the targeted room.
New explosion effect for weapons that deal crew damage
New alien enemy: Jumbo Crab
New alien enemy: Tentacle
New alien enemy: Stalker (Angler variant)
New alien enemy: Sanctum Crab (Yeti Crab variant)
Angler health increased: 150 -> 170
Enemy hearing mechanic implemented - Certain enemies will now react to sounds.
Yeti Crab renamed to Burrow Crab
Burrow Crab health reduced: 60 -> 35
Burrow Crab damage reduced: 10 -> 8
Burrow Crab death animation updated
Enemy submarine divers AI updated
Alien spawning improved. Difficult enemies won't appear early, and will appear more frequently the further players progress
Can no longer strike dead enemies
Enemy divers now drop items
New leviathan added: Kraken
New Kraken combat sound track added
Biomes implemented
New Biomes: Geothermic Vent Field, Seismic Rift, Nesting Grounds
Harpoon Gun implemented
Harpoon (ammo) implemented
Harpoon added to Industrial_Small spawning pool
Harpoon Gun added to Industrial_Large spawning pool
New district: Frontier
Abandoned, Quarantined, and Mining District descriptions updated
Abandoned District and Quarantined District now contain Leviathan encounters
Mine Outposts now spawn lower than other outposts, with a longer ladder down
Max outpost size slightly decreased
Locked Room quests can now spawn in factories
Game size reduced by nearly half: 10.2 GB -> 5.16 GB
Should see improved loading times, performance, and reduction in crashes
AI network positioning optimized
Brightness slider added to menu
A notification now displays when there are insufficient credits to hire players back
Added a fade when restarting a match
Hitting back on settings menu now properly brings you to the previous screen, instead of always bringing you to the main screen
No longer displays confirmation warning when exiting tutorial
Region code for USA East updated: "US" -> "USE"
Soviet Colour Theme slightly changed
Fixed issue where some players saw the Breaker arcade game/hacking minigame broken
Fixed half-man half-rat abomination spawning when dying in a pneumatic launcher
Switching items while blocking will no longer cause players to block when equipping a new item
Can no longer retrieve a heavy item from a storage container while already holding another heavy item
Dead enemy's positions are no longer updated over the network
Fixed issue where leaks generated on walls would visually remove nearby water
Sticker cabinet now displays selected sticker
Inventory no longer displays in mouse mode when getting killed using a terminal
Fixed issue where players would be disconnected from terminals after another player died
Dying in a manned torpedo while returning to the submarine no longer gives the player massive arms
Fixed collider issue in Medbay room
Fixed floating decor in Medbay room
Decor in research rooms updated
Empty save files now include "(Empty)" on start
Buttons no longer highlight/play a hover sound when game is minimized/not in focus
Match now closes faster for clients when the host quits
Fixed bug where large player submarines weren't properly being sent over the network
Fixed collider issues in PublicBathroom_00(2x4)
Fixed issue with sending player submarine data to hot-joining players
Fixed issue with water in outposts not always displaying for clients
Fixed issue where bomb in Bomb Quest Room would sometimes not deal damage to nearby players
Fixed issue with items dropped on catwalks hovering
Game now properly tracks when clients eat tubeworms
Players no longer hold phantom items for other players after dying
Hacking minigame for Locked Rooms now locks out clients after reaching 0
Fixed player storage issue not updating for clients in store
Fixed LOD item appearing in automatic pump room
Fixed issue with graphics setting not auto applying on start
Resetting Submarine in shop after using the crew hire lever now properly accounts for the crew hire fee
Fixed issue with many outpost room colliders/lighting breaking
Fixed issue where run stats weren't properly saved/loaded between runs
Fixed store player warning not fitting on screen properly for Russian language
Fixed issue with mouse scream not playing properly for clients
Fixed issue where explosives (fuel barrel, naval mine) wouldn't damage players after exploding when shot at
Reloading a save file will now load the correct seed for the district
Fixed broken searchable briefcases
Fixed lighting issues on lower graphics settings when docking with final outpost
Fixed store warning display issue
Fixed issue with submarine storage not updating in store after submarine reset
Fixed issue with many outpost room colliders/lighting breaking
Fixed collider issue in room Machinery(4x6)
Fixed collider issues in room FactoryHall_00(3x3)
Fixed issue where search animation could keep playing after dying
Mice no longer make footstep noises for other clients
Fixed colliders metal bars in the rooms: ResearchCell_00(2x3), ResearchCell_01(2x3), ResearchCell_02(2x3), PenalHall_00(5x4), PenalHall_01(5x4)
Fixed issue where key rebinding overlay would remain on the screen when trying to bind an action to the escape key
Final Laboratory light no longer makes player submarine water green
Final Laboratory light no longer clips through bottom of submarine
Wall behind ladder in OutpostEntrance_Factory(3x3) no longer generates wall decor (will no longer clip with neon sign)
Fixed weird item spawn in LockedRoom_00(3x4)
Fixed issue with Soviet Residential outposts not generating properly
Mice can no longer get stuck in metal bars in room HoldingCells(3x5)
Players can no longer clip through metal bars in room HoldingCells(3x5)
Fixed settings menu not displaying correct screen mode setting
Fixed issue where medium difficulty wasn't generating a longer hacking path (bomb hacking, locked storage door hacking)
Fixed item highlight effect now covering full item for storage/vending machine display
Player's can no longer cast a shadow on themselves with a lantern
Bomb rooms and locked rooms can no longer spawn together
Fixed player corpse hitbox. Helmet should clip through objects less often
Fixed issue with tutorial indicator not displaying Ammo Indicator and Torpedo Hatch correctly
Water no longer generates at the bottom of the ladder after beating game
Can no longer boost pressure in engine room of enemy submarines
FPS cap in settings no longer displays "MISSING" on first play
Neon exit signs should no longer clip with environment
Store warning message now displays correctly in all languages
Fixed issue where unfilled item stacks wouldn't update properly when picking up an item when player's inventory was full
Mice no longer make footstep sounds
Submarine inventory display now gets updated when submarine is reset
Fixed issue where sonar map quest marker wouldn't display sometimes
Can now shoot down the hatch into outposts
Stampers arcade score now displays values >= 1000 properly
Fixed long microphone names not displaying correctly in settings menu
Fixed issue where heavy item inventory locks would stop displaying after encountering an enemy submarine
Diver icons now properly display players who board enemy submarines
Bottom airlock rotation is no longer determined by the rotation of the piloting room, instead having a fixed rotation (should no longer clip into walls)
Docking at final laboratory no longer triggers players to respawn
Rooms with alarms in them that spawn in outposts (Lighting Room) now have a muffled effect
Fixed issue where damaged Lighting Room in outposts could display incorrect emergency light colour
Fixed locked room doors closing after moving too far away from them
Enemy divers now properly drop new items in diver item pool
Fixed issue with blood not despawning in store
Can no longer charge retreat bar in boss fight
Fixed issue of missing collider on store crew door after exiting and reentering store
Fixed issue with enemy submarine not generating on the GovernmentCheckpoint_00 event
Fixed issue where Locked Storage Room Quest doors would close if a player moved too far away from them
Fixed urchin heard bug when picking up items next to urchins
Fixed issues with crew damage weapons damaging leviathans
Fixed issue with divers not dying properly
Blood effects no longer persist through stores
Colliders fixed in ShaftT_00(3x3) and ShaftBend_00(3x3)
Fixed issue where enemies hitpoints were capped at 100. Some enemy hitpoints have been reduced as a result.
Fixed urchin spawning bug
Fixed weird enemy spawn location issues
Fixed blurry harpoon gun/ammo sprites
Fixed fuel container collider in Stirling Engine
Fixed issue where items could be picked up through certain colliders
Pump Shotguns sold in vending machines now contain full ammo
Grapple Harpoon Mk.1 should now appear in shops
Fixed issue where players could hear mice speak
Fixed AI pathfinding collision issues in VentilationRoom(3x2) and VentilationRoom(3x4)
Fixed issue with players teleporting to Pneumatic Launcher after dying inside of one and then docking at a store
INVASION builds on much of the framework we rolled out as part of the Community Updates we deployed earlier this year, and will continue to be expanded upon in future updates. If you haven't played since that launch, there is even more to explore than what this update offers, including new room tiles, player customization, bug fixes, and more.
As part of the update, Darkwater will be 20% off until August 19 @ 10AM PT, so assemble your crew and dive together.
Consider reporting any bugs encountered, joining the discussion on Discord, and leaving a review if you are enjoying the update.
- Playstack & Targon Studios
Hello Divers,
Today we are shipping part 2 of the community updates addressing feedback submitted by the playerbase. This update will serve as the foundation for future context expansions - the first of which will be releasing this summer. Refer to the roadmap on the store page for more details!
Patch Notes Version 0.3.16
Sticker cabinet introduced to lobby
Squeaky Hammer implemented
Blood effects introduced
Apothecary table added to Medbay
Torpedo/Mine bay weapon hatch model updated
Fade added to main menu when booting the game up
Outpost
New outpost quest: Locked Storage
New outpost rooms: LockedRoom_00(3x3), LockedRoom_01(3x3), and CommunicationsRoom_00(3x3)
New mansion rooms: Piano Dining Room (4x4), Grand Piano (3x4)
New factory rooms: Elevator Shaft (3x3), Elevator Shaft (3x5)
New residential rooms: Bunk Hall (2x5)
New storage rooms: Elevator Storage (5x5)
Lots of new room blocks
Church rooms removed from Soviet Residential outposts
Bug Fixes
Fixed issue with node map not generating sometimes when entering abandoned districts,
Fixed issue where items could be picked up through certain colliders,
Fixed issue with Angler jumping in place,
Fixed AI navigation issues with engine rooms,
Piloting minigame now uses movement key bindings,
Item quantities no longer display in inventory after dying,
Fixed issue with district selection not syncing,
Fixed wrench animation issue,
Some players experiencing everything "Missing" in main menu should be fixed,
Fixed display issue in arcade games when reaching a score over 1000,
Fixed issue with not being able to restart after dying in tutorial
As an added bonus, Darkwater will be 20% off for the remainder of the Steam Summer Sale until July 10 - a great opportunity to enroll some new divers!
- Targon Studios
Hello Divers,
Today we are shipping part 1 of a new update aimed at addressing some commonly requested features and quality-of-life improvements. Additionally, there has been several improvements to outpost generation logic.
Patch Notes Version 0.3.10
New language files implemented
Intro event added to first node
First district size reduced to 16 nodes
New district added: ResidentialCalm (Always starts as the first district, spawns with more outposts, stores, and less hostile encounters)
New batch of easy enemy submarines added that only spawn on the first district when on easy mode
Piloting sonar map size slightly decreased
Outposts
All outpost types have been given a unique entrance room. Welcome!
All outpost entrance rooms have been given a neon exit sign, in case you want to leave.
Room culling implemented
Outpost generation should no longer generate dead-end hallways
Outpost sizes slightly decreased for 4 player runs
Settings
Rebindable keys added
Inverted Y toggle added
FOV slider moved to gameplay tab
V-Sync toggle added
Performance Fog toggle added
FPS cap slider added
Headbob toggle added. No more motion sickness!
Adrenaline Zoom toggle added
Bug Fixes
Several audio issues fixed
Fixed floating assets in many laboratory rooms. Oops.
Fixed navigation/collider issue in Catwalk_Corridor(3x5)
Several pathfinding/collider issues fixed with many rooms
Fixed issue with tutorial piloting sonar map not generating correctly
Missing localization in keybindings setting fixed
Fixed issue with communication screen not returning player to piloting screen after completing dialogue
Fixed issue with broken mansion room block
Several pathfinding/collider issues fixed with many rooms
QA Fixes
Fixed missing translations in controls menu
Fixed overlapping text in the hack button
Fixed untranslated warning titles in store
That's it for now. We will be releasing part 2 of this update in the coming weeks to prepare for our first major content expansion releasing later this summer, which will add new weapons, enemies, locations, and more. Until then, we'll see you below the surface!
- Targon Studios
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Darkwater, 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 Darkwater 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.