Barotrauma
Steam News 8 December 20255mo ago

Winter Update 2025 out now

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 ser…

Update log

Full Barotrauma update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello everyone!

Extracted changes

6 fixes5 additions3 changes2 removals
  • Server
  • Gameplay
  • Workshop
  • Fixes
  • Balance
addedThe 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.
addedWallaby, 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.
addedAdded valves and weakpoints. Weakpoints are pipes that can break, causing a water hazard (which floods the submarine and is hard to pass).
addedAdded 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.
changedBalancing combat mission NPCs: improved the higher-level enemy NPCs and gave them better gear.
changedMade 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.
Increased the number of signal connections on relays2 to 5

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

Source

Steam News / 8 December 2025

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