Barotrauma’s world is divided into a series of biomes beneath Europa’s frozen surface. Each biome increases in depth, complexity, and difficulty, offering unique challenges, hazards, monsters, and visual environments. As your submarine ventures further, you’ll need to adapt your tactics, upgrade your gear, and prepare for increasingly hostile terrain. This guide breaks down every biome in the single-player campaign, detailing what to expect and how to survive.
1. Cold Caverns
Difficulty Range: 0–15
Distance Between Stations: 700–1500 meters
Key Features: Ice Spires, basic caves, beginner-friendly zones
The Cold Caverns are the starting biome and the safest. Visually bleak with dark gray tones, they feature scattered ice spires that protrude from floors and ceilings. Crashing into them causes hull breaches and flooding.
There are four level types in this biome:
- Beginner: Very short (700m) missions
- Open Space: Simple wide levels (~1500m)
- Maze-like: More obstacles, tighter passages (~1300m)
- Transition: Occur at the biome’s end, includes potential wrecks
Tips:
- Shoot ice spires before impact
- Avoid narrow side tunnels unless prepared for combat
2. Europan Ridge
Difficulty Range: 15–35
Distance Between Stations: 1100–1300 meters
Key Features: Icebergs, ballast flora, Abyssal vents, Thalamus chance (10%)
Replacing spires with icebergs, this biome ups the ante. Icebergs are tougher and require more ammo to destroy. Three caves and one wreck may spawn per level, and there’s a 60% chance to discover an Abyssal Vent, introducing powerful deep-sea monsters.
New hazard: Ballast Flora, visible as shimmering clouds on sonar. If entered while descending, flora can attach to pumps, dealing continuous burning damage.
Visuals: More vibrant rocks and small plant life inside and outside caves.
Tips:
- Avoid ballast flora clouds entirely
- Be prepared for more complex missions, like wreck salvages and artifact recovery
3. Theaphotic Plateau
Difficulty Range: 35–50
Distance Between Stations: ~1900 meters
Key Features: Alien ruins begin to spawn, increased Thalamus chance (30%)
This biome has a maze-like layout and is the first where crush depth becomes a consistent hazard. Hull upgrades are mandatory to continue progression.
Visuals: Thick aquatic flora resembling coral forests dominates this area, with caves becoming denser and more dangerous.
Tips:
- Always upgrade hulls before entering
- Watch for early alien ruins with traps and guardian monsters
4. The Great Sea
Difficulty Range: 50–65
Distance Between Stations: ~2700 meters
Key Features: Icebergs (up to 20), Piezo Crystals, Thalamus chance (40%), high pressure zones
The Great Sea increases iceberg frequency and adds the Piezo Crystal hazard. These purple crystals, when within 30 meters of your submarine, zap your electrical systems with 500 kW of power, breaking junction boxes or setting fires. You can shoot them, but beware—they explode:
- 2000 structural damage
- 300 burn & explosive damage
- 10m blast radius
- 20s stun duration
Visuals: Returns to icy gray tones with crystal elements added to walls and backgrounds.
Tips:
- Stay 30m+ away from Piezo Crystals or destroy them safely
- Upgrade diving suits—depths start at 4000m and exceed standard suit thresholds
5. Hydrothermal Wastes
Difficulty Range: 65–80
Distance Between Stations: ~2700 meters
Key Features: Volcanic visuals, double swarm spawns, Thalamus chance (50%), sonar flora
This is the most dangerous biome in the game. Visually striking with glowing volcanic rocks and red-hued water, you’ll encounter:
- Hammerhead swarms
- Giant Spineling groups
- Frequent Thalamus wrecks
Hazard highlight: Sonar Flora. This purple plant disables your sonar, masking threats and the map layout. Only solution: move your sub away.
Tips:
- Bring top-tier armor, weapons, and repair supplies
- Prepare for stacked monster spawns
- Be extra cautious when sonar is jammed—Black Molochs may be nearby
Key Takeaways by Biome
| Biome | Avg. Distance | Difficulty | Unique Hazards | Notes |
| Cold Caverns | 700–1500m | 0–15 | Ice Spires | Best for new players |
| Europan Ridge | 1100–1300m | 15–35 | Icebergs, Ballast Flora, Abyss Vents | Introduces Thalamus and cave mobs |
| Theaphotic Plateau | ~1900m | 35–50 | Crush Depth, Alien Ruins | Hull upgrades become necessary |
| Great Sea | ~2700m | 50–65 | Piezo Crystals, Deep Zones | Suit upgrades required |
| Hydrothermal Wastes | ~2700m | 65–80 | Sonar Flora, Swarm Doubles | Final biome, extremely hostile |
Final Notes
Biome progression in Barotrauma is not just about surviving harder enemies—it’s about navigating increasingly complex environments, adapting to new threats, and pushing your submarine’s limits. From silent ice spires to chaotic volcanic vents, each stage of the campaign offers fresh opportunities and new dangers.
Plan your routes, upgrade your gear, and most importantly—respect the ocean.
Until next time, safe diving.




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