The Elysium is a Barotrauma submarine for long campaigns and small crews (2-6 players MP, or SP with 2+ bots). It might be one of the most usable realistic submarines available.

Elysium is the result of >300 hours of design and hundreds of iterations, each one play-tested in actual online multiplayer. Every detail has been refined with a rigorous form follows function approach.


The sub is available on Steam Workshop.



Reasons why you might want to consider it:

This sub WAS MADE FOR YOU if you ...

This sub is NOT the right ship if you ...

Author's Note

Like few other games, the experience in Barotrauma campaigns is highly dependent on the vehicle chosen. Some are angled and cluttered, leading to pockets players goofing around; others have rigid, frictioned control regimes akin to prison barges.

When I started designing this sub I wanted to capture the feeling of Aliens. A small team of people, utilizing technology and cunning, to explore and just maybe survive in a hostile world.

Unfortunately, most subs just are not conductive to such gameplay. Many are user hostile, with Spaceballs-esque designs that inadvertently interfere with the work that needs to be done, shifting gameplay from exploration and horror towards frustration and futility.

In short, I wanted a submarine that fades into the background, highlighting the the dangers of the world around it.

Elysium is not a submarine to win the game, but a conduit of immersion and terror. It should credibly make you feel you are on a submarine someone would have actually built to explore the depths of Europa. A home for the brave, a vehicle to venture into the abyss, maybe to return.

Ship's User Manual

Below is a list of the systems available, and a guide how to use them.



The center window was the defining component when I started this sub a few years ago.

As the name Elysium alludes to, the submarine is meant to be a safe haven in dark waters. The panorama window (1), and subsequently added resting bench (2) reinforce the feeling of relative safety while giving a view to the abyss.

Command Room


Security Area


Situational Awareness


Fabrication Area


Engine Compartment


Crew Quarter






Medic & Cargo


Dive Operations


Primary Airlock




AEGIS Motion Sensors


Both upper and lower floors have differential motion detectors (1) spanning the entire width of the ship. If motion is detected, a small light near each ladder (2) indicates whether it comes from intruders (red) or crew (green).

If this AEGIS light (2) is red you really want to grab a gun before going there.

AEGIS Radio Trigger


Sometimes you have no weapons but you have to kill something inside. Preferably when standing far away (1) you can type (2) on radio .x1, ..., .x9 (mind the dot . which is part of the command). This will manually trigger the corresponding AEGIS coil inside the ship (3). To see which coil is where read the label under each AEGIS station (4).


Why do hatches not open / close automatically to prevent flooding?

There simply is no winning strategy regarding hatch status. For example, small-to-medium floodings benefit from having all hatches open (as more pumps assist draining water), while large floodings benefit from having them closed. In the end manual hatches are just less surprising. There is, however, a manual button near the captain for force close all hatches.

What does the rear airlock do?

Two things: It's an emergency "Thalamus" airlock, in case the lower one becomes too dangerous. Also, there is a deconstructor in that compartment if you need to disassemble a dangerous artifact (e.g., Thermal) while keeping the room flooded. The latter point has been made mostly obsolete since the introduction of Artifact Cases.

Why is all rewiring disabled?

Griefing protection. Simply speaking, the number of people who improve the wiring of a sub is dwarfed by the number of people who (knowingly or not) mess it up. In many cases it takes a few missions to realize what's going on. By then "the damage has been done", and the savegame is overwritten.

What does the "Diver Go" button do?

A few things, it

Why is the shuttle so hard to steer?

The shuttle is practically the smallest possible vessel that can hold at least one person, and go both up and down. As such it has a tiny dead zone where ballast is neutral, and instead prefers to go either up or down. Good news is, the shuttle is much easier to steer with auto pilot. Just engage it (setting to Hold Position) and move the hold-position point around. Works like a charm.

Why is X not locked?

Because the ship is built to operate on a trust basis. The benefits from everyone being able to access everything massively outweigh the safety you get from preventing access. For example, on a trust-based sub an assistant can easily grab a gun or administer first aid. On a permission-based sub having just one bad-faith actor on a trusted position gives you all of the previous problems, and more.

The large windows are bad. They make the sub more dangerous. You should replace them with walls.

No, not really.

While it is correct that their structural integrity is lower, all windows in the sub are particularly protected by AEGIS (automated discharge coils). Swarms of small creatures (e.g., raptors, crawlers, threshers) are practically always stunned before they can bash through windows, while larger, un-stunnable creatures simply won't enter. That said, a large onslaught of creatures can ultimately enter, but after some observation I can confidently say that their ingress points are as much plain walls or airlocks as they are windows.

That said, windows have a massive UX benefit: They make working in engineering less straining and give your crew much better situational awareness without hugging periscopes.

AEGIS sucks, it keeps frying me inside the ship.

Yes, AEGIS is admittedly a double-edged sword. It can fry you through walls if you happen to stand close, stunning you for a few seconds, and I agree that sucks. However, more often than not it will keep one group of intruders at bay, possibly even killing them, while you're busy fighting another group at the other end of the ship. After 100+ rounds with AEGIS I'd summarize it as 'highly effective and mildly annoying`.


A big thanks to all sailors joining 667's Journey to the Core helping refine this ship.


If you have questions contact