Things are rolling along nicely – we collected the Best PC Hardcore Game Award at Game Connection Europe 2018, and the Steam page for Barotrauma is now live. We’ll be updating the page with important news as we approach the Early Access release, so be sure to wishlist it to stay up to speed with all the latest announcements and updates!
It’s been a long road, but the game is really starting to take shape. In the coming months, we’ll be posting here in more detail about many of the new features to look forward to, so stay tuned to find out what we’ve been up to with the health system, modding, monsters and alien ruins, to name just a few things. We will also be looking for testers for a closed Steam beta version soon!
About the team
The Barotrauma development team has continued to grow since partnering with FakeFish, and we now have over a dozen people working on the game. In the not-so-distant future, we plan to give the floor to some of the team members to talk about their work and Barotrauma in more detail, but for now, here’s a brief introduction of the people working on the game.
Besides myself and Juanjp600, there are a couple of other people working on Barotrauma’s code. Behind the nickname ItchyOwl is a game developer and programmer called Lauri, who’s responsible for much of the work on Baro’s new character editor as well as our overhauled UI system, among other things. Roni AKA Rokvach is a technical artist and programmer who’s contributed to UI improvements and implementing new art assets and, lately, this new website. Both have several years of experience working at game studios and on their own game projects. Just recently we also got a new intern, Alex, to help the programming team with the never-ending bug fixes and content additions.
We’ve also got two full-time game designers working on Baro. The lead designer Ez, or Chad Husk, is a 12-year veteran in the game industry, having worked as a designer on about 20 different titles. Ez is responsible for creating and improving the many in-game systems and ensuring a balanced, interesting experience for the players. Designing many of Baro’s subs and their systems as well a bunch of new content for alien ruins, we have Daniel, a game designer and one of the founders of FakeFish.
The Barotrauma art team consists of four people, headed by the lead artist Pekka alias Baikonur. With a diverse background in film, animation and games, Pekka takes care of developing the overall mood and feel of the world of Barotrauma, maintaining that fine line between serious scary and tongue-in-cheek. Behind Baro’s concept art and many in-game assets (including a lot of the new art you may have seen on my Twitter) is Iiro, with no known aliases but with a morbid sense of humor and a number of years of experience on both PC and mobile games.
Additionally, artists Nam-Anh and Dinh AKA Simpledinh started at FakeFish as student interns last spring and now work full-time on Baro art. Nam-Anh works on UI art and Dinh on the interior spaces and exterior walls of subs and shuttles, both of them also working on the various items and machinery on board.
Another FakeFish founder, Jussi from Audire Sound, is working with the Baro development team as an audio designer. Jussi is designing ambience, music and sound assets to match the game’s deep and tense feeling. Jussi’s been involved in game audio design for over 5 years now, having produced and composed music for over two decades.
Last but not least, we finally have a dedicated marketing and community division, ready to catch all requests, ideas and complaints being talked about and to spread the word about Baro. FakeFish founder Aku, or MFCEO, is the executive producer who keeps all our heads above water in addition to taking care of PR. We also have Kimmo, a seasoned expert in PR and business communications in the video game and media industries, and another recent addition Vilma alias Dynamoon, a communications specialist and people person tasked with listening to our community and making sure nothing slips through the cracks.
So we’ve really come a long way from what began as mainly a solo project with a handful of occasional collaborators. But don’t be fooled by this almost corporate appearance, it’s still very much an indie studio at heart – even though we’re aiming to make Barotrauma a commercially successful product, we’re still committed to keeping the core experience and feel of the game intact and to listening to the existing community to make sure we don’t stray too far off the path. Baro is fundamentally community-driven and will stay as such, and so we’re looking forward to hearing your thoughts.
If you have any sort of feedback or questions about the stuff you’ve seen or read about the upcoming Steam release, about the free public version, or anything else, let us know here in the comments or drop a line on the forums, and see you around Discord!