
Barotrauma is a 2D co-op submarine simulator – in space, with survival horror and RPG elements. Steer your submarine, complete missions, fight monsters, fix leaks, operate machinery, man the guns and craft items, and stay alert: danger in Barotrauma doesn’t announce itself!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 19.71/day in the week to Sep 12 → 27.14/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2363 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
space ship colony sim game
Great game but to get the full experience you really need a few friends and a good amount of time.
mira aca dice que tengo 23 horas pero mi cerebro no tiene ningun tipo de recuerdo sobre el juego asi que para mi realmente nunca lo jugue pero los datos no mientes asi que por las dudas ante mi incapacidad para recordar no lo recomiendo ATTE XD REVIEWS
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 20.86/day in the week to Aug 27 → 19.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Spanish - Spain, Polish, Spanish - Latin America, Turkish, Japanese +1 more
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
класные и заводяшие арты на r34
Слыш, обнову мне запилил
EXCELLENT
Good game, get it.
Дно океана и в правду пахнет шоколадом.
it good
Great game, but it could be a lot better. Aesthetically, Barotrauma is nearly perfect. Besides a few glaring issues like clipping, unfitting music in some areas (which was a serious problem to me in a game mostly about atmosphere), and some... questionable parts (honk honk), I think Barotrauma nailed its setting and art direction perfectly. This is a proper survival horror game. The tension starts before the mission even begins. The gameplay has its moments but falls off over time, and the variety of difficulty modifiers show that the developers are not very confident in the using the game's mechanics to direct the overall player experience. My primary example of this is the FTL-style time limit the game can impose on you. Checking that on or off completely changes the experience. Similarly, Husk infection can be severely nerfed if you want it to be. In my opinion, this plethora of difficulty options cuts into the idea of what the developers "intended" for the experience to be like. Why worry about balancing when the player can tick a bunch of boxes to cater things to their group? It just rubs me the wrong way when I see it, like the developers were scared that these mechanics might end up souring the gameplay for a wider audience. We played on what we thought was the intended difficulty. It started off great. Our submarine sucked, we died in gruesome ways, and we were scraping together cash in order to afford ammo and fuel. This set the scene perfectly, and for a while I thought the whole game was going to stay at this level of quality. In the midgame, however, this perfect struggle gives way to the main issue I think Barotrauma has, which is its crafting system. For reference, I played mechanic, and I spent about 75% of my time breaking things down and crafting items. While I found this fun at first, I realized that all I *really* needed to do was to craft piercing coilgun and riot shotgun ammunition. Everything else was a luxury. Even the medicine system is like this. All you really need is morphine, husk infection cure, and anti-paralysis medication. Sure, you might need blood bags or bandages, too, but that's everywhere. The end result is that we had tons and *tons* of materials sitting around, and every time we made an "upgrade," we felt like there wasn't a difference. We felt no need to use the late game or advanced materials. Again... playing on the intended difficulty, I found it questionable that we made it so far into the game and not once said to ourselves "okay, we *need* to upgrade our ship." The heavy armaments also barely affected anything. Wave after wave of mudraptors, molochs, and threshers died to nothing but 2 coilguns and one chaingun. In the end, all we needed to comfortably beat the game was the Orca II. To me, that's a *big* problem. The final boss was a culmination of this game's problems. The alien ruins were already bad enough. Puzzle mechanics as basic at this don't belong in a survival horror game. The area itself is also just a complete slog to go through. One shotgun is all you need to trivialize the area's dangers (or most danger for that matter...). Suffice it to say, the game got more boring and uneventful over time. With advanced welders, a full crew with PUCS, and a strong ship, there really isn't anything that can stop you in this game. Not even Endworms really bothered us that much in the end. Unfortunately, the terrible final boss was there to top it all off. Screen shaking, random effects, and gameplay which amounts to fighting multiple giant spinelings. It was disappointing to say the least, especially considering how tacked on it felt in an otherwise great game. My conclusion is that the aliens and their ruins should have *never* been a part of the game. It should have been man vs. nature. The potential is there, but I feel like this game has already been "tainted" by a lot of the issues it has. I still *really* like Barotrauma, but there's a stark contrast between panicking once you know threshers made it into the ship and mindlessly gunning down everything you encounter because you know it can't get to you. The game needed to be a *lot* harder and it needed to lean more into that survival horror aspect. Resources should have been much more difficult to acquire (mining was easily one of the best parts of the game due to how stressful it was and how exposed you felt) and upgrades should be *mandatory* as you progress, not a luxury. This game ultimately took too many notes from SS13 and Rimworld and not enough from games like Darkwood. I'll reiterate that I really like this game, but I shouldn't have to force the game to be harder/scarier to make it more enjoyable.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $285.2K | 1.2K | 78% | $9.99 | |
| $6.4K | 49 | 41% | $3.99 | |
| — | 0 | — | — | |
| $131.7M | 376K | 95% | $14.99 | |
| $3.2M | 11.4K | 90% | $7.99 | |
| $204.9K | 4.3K | 83% | $1.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $62.8M | 318.2K | 98% | $9.99 | |
| $62.3M | 20.8K | 83% | $49.99 | |
| $62.9M | 146.3K | 96% | $29.99 | |
| $62.2M | 121K | 80% | $19.99 | |
| $63M | 198.8K | 96% | $19.99 | |
| $63M | 424.5K | 96% | $6.49 |