1. Barotrauma
  2. News

Barotrauma News

Barotrauma public roadmap summer greetings

To make Barotrauma’s development easier to follow, we have just published a roadmap on Trello. Here you can see known issues and workarounds, our immediate todo list and longer-term plans.

Summertime Bundle
While we are not able to participate in the Steam Summer Sale directly, Barotrauma is featured in the Daedalic Survival Bundle along with CryoFall and Witch It. Take a look, CryoFall in particular could be of interest to anyone who likes Baro!

Second bugfix patch out now!

Our second post-launch patch is out now! Here's a summary of the most important fixes. The full changelog can be found on GitHub and it's also included in the game folder in a file called "changelog.txt".

  • Fixed a networking problem that occasionally caused clients to get kicked out in the multiplayer campaign, usually with an error message warning about a missing item.
  • Fixed servers using a local campaign save path sent by the client setupping the campaign, preventing the campaign from starting up if the path does not exist at the server's end.
  • Fixed radio communication occasionally not working between characters in the multiplayer campaign. Characters that had made it through at least one round were not able to communicate through radio with characters that have just been spawned for the first time.
  • Kick votes persist during a multiplayer session even if the client disconnects (= disconnecting and rejoining just before you get kicked doesn't work anymore).
  • The server sends a "this client previously used the name xxx" message when a client rejoins with a different name.
  • Replaced WinForms with SDL which should resolve most of the fullscreen/resolution issues. It's also now possible to change the resolution when in fullscreen without having to restart the game.
  • Fixes to the DXGI crashes during startup.
  • Fixed an issue that caused modded character files to affect the game even when the mod was not enabled, leading to various issues such as characters failing to equip items if the mod changes the number or type of inventory slots a character has.
  • Fixed a bug in monster/item spawnpoint logic that occasionally caused perfectly valid spawnpoints to be discarded when there were floating ice chunks in the level, sometimes causing monsters to spawn very far from the submarine (which often lead to the player not running into them at all).
  • Fixed items applying their status effects twice if they're put into a container by swapping them with another item. For example, replacing a fuel rod in the reactor by dropping a new fuel rod on it caused the reactor behave as if it had two rods in it.
  • Servers only report content packages with files that cause multiplayer incompatibility to the master server. Fixes servers showing up as incompatible in the server list if they have custom sub files (or other types of files that don't cause compatibility issues) installed.
  • Dozens of smaller bugfixes; see the full changelog.


Please note that this patch includes networking changes that make the game incompatible with servers running on the old version of the game. If you're getting error messages about an incompatible game version when trying to join a server, it's most likely because the server host has not updated their game yet.

In other news, to give you a better idea of our future plans and what we're working on now, we're setting up a public Trello board with a roadmap of our plans for the Early Access period and a list of known issues (and possible workarounds). More about that in our next community announcement!

Editor guides now published

Hi everyone!

We've just published our first official guide for the character editor – find it here.

Please keep in mind that the character editor itself is still a work in progress, and creating your own monsters will not be all smooth sailing. That said, we hope to see all your monsters!

And in case you missed it before, we now also have a manual for the submarine editor, in Steam guides.

We're heading out of the office for an extended weekend. Happy midsummer!

Dedicated server with anonymous SteamCMD support

Server hosts ahoy!

We've now got Barotrauma's dedicated server available as a separate app that can be installed and run using SteamCMD in anonymous mode. This means that you can now hosts dedicated Barotrauma servers on your server machine without having to log into Steam. You can find instructions for installing and running the server in this pinned post on the Help & Support forum. Do note that this method of hosting servers is a little more complex than hosting servers via the in-game "Host server" menu or the dedicated server executable included with the game. It's mainly intended for people who want to run a dedicated server 24/7 on a remote machine.

And now that we're on the subject of server hosting, a quick word about the hosting in general. We are aware that many people are having issues setting up port forwarding for the servers, and a solution to this is admittedly something that we should have made sure to include in our first public Steam build. We are currently working on using Steam's networking features to remove the need for manual port forwarding, so server hosting will become much more easier soon in upcoming patches. For the time being, if you're having issues hosting a server, please read the instructions on the Help & Support forum, and if you're still having problems please drop a message on the forums or on our Discord Server.

First post-launch patch out now

Hi everyone, our first post-launch patch is now out! Here's a quick summary of the most important fixes, and you can find our changelog in full in GitHub.
  • Fixed crashes during startup due to faulty/missing OpenAL installations.
  • Fixed Steam ID based bans causing all clients to time out from servers.
  • Fixed a networking issue that occasionally caused clients to get kicked from multiplayer sessions with a "disconnected due to excessive desync" error message.
  • Fixed inability to select a mic if the name of the capture device contains non-latin symbols (Cyrillic or Chinese characters for example).
  • Removed job count restrictions from multiplayer (so now it's possible to play as other classes than Captain, Engineer or Mechanic even when there's 3 or less players).
  • Numerous minor bugfixes: see the full changelog.

Thanks everyone who has already been playing Baro during this first week! Upcoming later today is a handbook to the submarine editor, which you will be able to find via Steam Guides and our Discussion forums.

As we announced earlier, we were able to extend our launch discount by an extra week, so you will be able to get Barotrauma at the reduced price for another 5 days, until June 19. Have a nice weekend!