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Barotrauma News

Hotfix v1.3.0.4

Hello everyone, we've just released a second hotfix to address the multiplayer server crashes ongoing since last week. We are very sorry for the trouble and will continue to monitor the situation, but we are hopeful this fix should complete our countermeasures against these exploits being used to crash servers.

Please make sure to update your game to the latest version – the fix may take some time to apply as both clients and servers need to restart and update, so if you are still experiencing the server issue immediately after the update, please restart Barotrauma and Steam, and request that the server host do the same.

Please note that some source code mods, for example the very popular Lua for Barotrauma mod, need to be updated following this update. Servers using these mods will have some additional delay in the fix taking effect.

We wish everyone smooth sailing and thank you for your patience!


v1.3.0.4

- Fixed another exploit that allowed crashing servers by sending them specifically crafted malformed data.

Hotfix v1.3.0.3

Hello everyone, we've just released a single-change hotfix to address an exploit that was discovered recently:

v1.3.0.3
- Fixed an exploit that allowed crashing servers by sending them specifically crafted malformed data.

We're sorry for the trouble this exploit has caused to some multiplayer servers in recent days. This fix should allow you to get back to playing normally!

Sneak peek: Respawning changes and campaign difficulty settings



Hello everyone!

The next update is just a few weeks away now, and we have more new features to sneak peek at. We also wanted to give a little update on the development of the Permadeath mode that we polled you about earlier this year. Let’s take a look!

[h3]Respawning changes and Permadeath[/h3]
As we wrote before, Reaper’s Tax gets replaced with customizable respawning skill loss. This makes skill loss on respawning entirely customizable, via two separate sliders in the server settings.

The Permadeath mode unfortunately had to be postponed, as it took more time to develop than we thought. Thus it will not be included in the next update, but you will still get to try it out soon: we are aiming to have Permadeath, as well as the related Ironman mode, available for testing in the Unstable version soon after the update goes live.

Thank you everyone who took our poll and participated in the early feedback discussion about Permadeath! We selected the design alternative which allows you to take control of a bot when your character dies. Here’s a quick recap of what these upcoming, optional high-difficulty multiplayer modes will mean:

  • Permadeath: any character death is permanent, and you can only respawn by acquiring a new character – either one of your bots, or a new character hired at an outpost.
  • Ironman: any death is permanent, and there is no respawning at all. You can only spectate after you die. Intended for crews who want to try no-death runs.

[h3]New campaign difficulty settings[/h3]
We’re adding a lot of new customization options to the difficulty settings in campaign mode:

  • New difficulty parameters: adjust common item consumption rates, world hostility, character vitality, and a couple of other hazards for added or diminished gameplay challenge…
  • ...Or choose from a list of presets for balanced difficulty levels.
  • Added a new “Abyssal” difficulty preset.
  • New server lobby layout to make these and all the other settings easier to find and use.

We hope that these changes will make Barotrauma enjoyable to players of various experience levels and difficulty preferences. Read more about all of them on our blog and let us know what you think!

Barotrauma now available on Epic Games Store



Hello everyone!

Something that we have been working on for a long time alongside developing updates has been making Barotrauma available outside Steam as well. As we have seen unexpected successes with our little submarine simulator, year after year, we’ve been looking into ways to take it to other platforms eventually. Now we’re ready to make the game available through Epic Games Store in addition to Steam!

The Epic launch will not change anything for players who want to stick to Steam: When you launch Barotrauma for the first time following our EGS release, you will see a prompt asking you to enable crossplay between Steam and Epic. If you do not wish to do so, you can decline, and that will be all. You can also update your preferences at any time in the game settings.

If you enable crossplay, and if we find a lot of new users through Epic, you can look forward to playing with a lot of new people. Hosting and joining servers works seamlessly across these two platforms, so it doesn’t matter which platform your friends are on – you can play with them just the same, without needing to create a separate account on the other store.

We’re excited to be entering a second platform and hope that you are excited too! In the future, updates will be released on both platforms, but due to some technical differences between the two systems, more in-depth involvement such as Unstable testing will only happen in the Steam version.

Check out Barotrauma on Epic Games Store now, and let your friends on Epic know too!

Sneak peek: Changes to diving suits and big monsters



Hello everyone!

Let’s have another sneak peek at our upcoming spring update.

[h3]Diving suit rebalance[/h3]
We always intended diving suits to be used only for acute pressure protection: during hull breaches and while swimming. However, there are not many actual downsides to wearing a suit all the time, so a lot of people do just that… which has effectively eliminated water pressure as a threat. We wanted to change that by encouraging you to take your suit off when you don’t need it. Here’s what we’re changing:

  • Slowed flooding speed to give the crew more time to suit up during a hull breach. Hulls will fill with water more slowly, so the pressure will not become lethal as quickly.
  • Added new animations to diving suits and made walking and running in a suit slower. Swimming speed has not been reduced.
  • Obstructed vision while wearing a diving suit slightly more.
  • Reduced the armor effects of diving suits, particularly the Regular Diving Suit.
  • Rebalanced all the different suit types and level generation to create stronger progression and clearer use cases for different suits in different environments.
  • Capped the crush depth resistance of the strongest suits to the same depth as a fully upgraded submarine hull. (Before, the Abyss suit could handle more pressure than a fully upgraded submarine.)

[h3]Animation variations[/h3]
Besides the new diving suit animations, we’ve also added a few entirely new animations which are triggered by specific afflictions and talents. Expect to see drunken people walking drunkenly, for example!

Modders can find out more about these animation variations in our official modding documentation under “Status Effects > TriggerAnimation”.

[h3]Old monsters, new dangers[/h3]
Lastly, we’ve improved the abilities of the largest monsters in the game to make them better at targeting individual characters inside the submarine, as well as the whole sub. We hope you enjoy this new feature and look forward to hearing your feedback!

You can read more about all these changes on our blog now. The spring update is planned to release in late April, and we have more sneak peeks coming your way in the following weeks, so stay tuned!