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Listed below are the amazing people and communities who worked together to make Barotrauma a reality, as listed in the in-game credits section.

Credits[]

Logo

Development[]


Programming[]

Joonas Rikkonen ("Regalis")

Eetu Pitkänen

Lauri Härkänen

Juan Pablo Arce

Kasperi Ekqvist

Markus Isberg

Aleksandr Osipov

Roni Kovaniemi

Game Design[]

Ez Jämsen

Daniel Asteljoki

Joonas Rikkonen

Art[]

Iiro Enges

Dinh Tuan Anh

Nam-Anh Lê

Pekka Saari

Oskari Lemmetyinen

James Bear

Producing[]

Aku Jauhiainen

Kimmo Kari

Audio[]

Jussi Elsilä

Tomi Reunanen (Guitars)

Audire Sound (audiresound.com)

Community Management[]

Vilma Savolainen

DAEDALIC ENTERTAINMENT[]


CEO[]

Carsten Fichtelmann

COO[]

Stephan Harms

Creative Director[]

Jan Müller-Michaelis

Technical Director[]

Nick Prühs

Head of Production[]

Kai Fiebig

Head of Communications[]

Sandra Hübner

Marketing[]

Marie Müller

Mounir Aouina

Community Management[]

Lisa Mallory

Steffen Slacki

Sales and Product Management[]

Matthias Zorn

Stefan Hiller

Justus Jeromin

Maximilian Bernardi

Business Development[]

Jonas Hüsges

Lead Motion Designer[]

Alexander Junghans

Support[]

Maria Lesk

Human Resources[]

Iris Wolfer

Accounting[]

Nils Ball

Jessica Paulat

IT Administration[]

Nils-Peter Brodersen

Filipe Alves

Mastering[]

Eduard Wolf

Robert Zillmer

Head of QA[]

Maik Hildebrandt

Quality Assurance[]

Sven Sauerhammer

Gunnar Götzfried

Saide Haberstroh

Sven Eimuth

Localization[]


Localization Director[]

Maria Lesk

English Proofreading[]

Paul Franzen

German Translation, Proofreading[]

Synthesis

French Translation, Proofreading, LQA[]

Synthesis

Castilian Spanish Translation, Proofreading, LQA[]

Synthesis

Latin Spanish Translation, Proofreading, LQA[]

Synthesis

Polish Translation, Proofreading, LQA[]

Synthesis

Russian Translation, Proofreading, LQA[]

Uliana Erofeeva

Brazilian Portugese Translation, Proofreading, LQA[]

Synthesis

Chinese, Japanese, Korean Translation, Proofreading, LQA[]

WhisperGames

Turkish Translation, Proofreading, LQA[]

AiBell Localization

GitHub Contributors and Community Actives[]

Aleksandr Varnavskii, Alex "RayTrace", Alfred_Donovan,

Armadillo Sloth, "Bill Combs", BillSoFat,

Borna "Blue" Aberle, boynedmaster “boratboy12”, Caleb Yu,

chesse20, Database, DataCrusader,

David "Ol Stinky" Hockenbury, Eduardo "Chiko" Valenzuela, "Emmett Brown",

Enes "HellFire" Dursun, etet2, Evan Underscore,

Fabevil, Faerdan, Frostdemon,

Garrett Brown, Gavin Tice, Glitch,

Gramstaal, hubismal, Irontaco,

James “Just James” Norman, JJRcop, Landon Strik,

Mark Jarjour, Max “madmax3004”, Nathan "MR. NAIL BRAIN" S.,

Nilanth Animosus, Pugie, Redeloper “rico6822”,

René "Udrakan" Janouš, Robert Sloan, Samuel Hammersberg,

Sebastian Broberg, shoter, Solbusaur,

Sputnik, Stein, Trialtrex21,

ursinewalrus, Weebyxanide Vendor, Zealan

Winner of the Big Rig Building Competition[]

Alexander "rav2n" Voronov

External Libraries and Content[]


MonoGame[]

Copyright (c) 2009-2019 The MonoGame Team. Released under Microsoft Public License (Ms-PL).

Lidgren.Network Networking Library[]

Copyright (c) 2015 Michael Lidgren. Released under the MIT license.

Farseer Physics Engine[]

Copyright (c) 2017 Ian Qvist. Released under the MIT license.

Aether.Physics2D[]

Microsoft Permissive License (Ms-PL) v1.1

Facepunch.Steamworks[]

Copyright (c) 2016 Facepunch Studios LTD. Released under the MIT license.

MonoKickstart[]

Copyright (c) 2012 Edward Rudd. Released under the zlib license.

SharpDX[]

Copyright (c) 2010-2014 SharpDX - Alexandre Mutel. Released under the MIT license.

NVorbis[]

Copyright (c) 2015 Andrew Ward. Released under Microsoft Public License (Ms-PL).

Concentus[]

See Concentus_LICENSE for the full license.

HyperDescriptor[]

Copyright (c) 2014 Pavel Nosovich. Released under the MIT license.

OpenAL Soft[]

Released under the GNU Library General Public License, version 2. See OpenALSoft_LICENSE for the full license.

PK01, PK02 and Ancient Collection Texture Packages[]

Textures by Philip Klevestav are used in some of the sprites in the game.

Licensed under Creative Commons Attribution 3.0 Unported

https://creativecommons.org/licenses/by/3.0/

"Road to Hell"[]

Kevin MacLeod (incompetech.com)

Licensed under Creative Commons: By Attribution 3.0

http://creativecommons.org/licenses/by/3.0/

Special Thanks[]


To all our community members![]

All of you who have been following and supporting the development through all these years,

playing the old versions of the game, giving us feedback and ideas, reporting bugs, and being awesome in general.

We wouldn't have got this far if it wasn't for you!

Joonas would like to thank:[]

Exadv1 and everyone else who's worked on Space Station 13. Barotrauma would have never come to exist if it wasn't for SS13.

/v/ for coming up with Pressure, and all the wonderful anons who took part in those play sessions back in the early years of Subsurface.

Celia for being so understanding and supportive when I've been busy with Barotrauma.

The inventors of caffeine and nicotine for helping me get through this.

Aku and everyone at FF for helping me take my hobby (and this particular hobby project) to the next level.

And of course, all of the Barotrauma/SCP/UTG fans who've been following and supporting the development through all these years

Ez is particularly thankful to:[]

Marianna Jämsen, for putting up with the long hours and the frequently absent husband during this production, the hard times were easier because you were there.

The Pegasus team @ Next Games for the hospitality and inspiration.

The fantastic people from Daedalic, AtomicTorch Studio, Caligari Games, Indoor Astronaut, Kong Orange, and Unfrozen for the company and companionship during our American adventure.

Mikko Tyni for the rather good advice regarding certain beer related things.

Nam-Anh would like to thank:[]

Frankie Truong who has always been supportive and willing to share professional advices.

GD15S and the teachers of the Game Design department of South-Eastern Finland University of Applied Sciences.

Dinh Tuan Anh would like to thank:[]

His supportive family who has always been there for him throughout this project.

The Game Design department of South-Eastern Finland University of Applied Sciences for their guidance and inspiration.

The amazing people of Jukonese for their support during the production time.

Jussi would to thank:[]

The Discord community, especially Hubismal (hubismal#5912) for great notices and suggestions about the audio in Barotrauma.

The incredible Game Audio community around the world.

Natasha Trygg for making a lot of things possible.

Also, thanks to Sean Connery.

Vilma tips her hat to:[]

Our community, particularly the people in our Discord server, for being the best day job imaginable.

The local game developer and startup community, for its openness and willingness to take in new names and faces, support and inspire them and point them in new directions.

Daniel would like to thank:[]

Anyone who has ever spent time in our small game studio making games and everyone still doing so.

Friends and family who keep asking me about when the game's going to be out.

Community content creators for making awesome things that I'm constantly inspired by.

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