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Barotrauma Crew Guide for FTL Players: Nobody Can Pause

Barotrauma crew stations shown across a submarine cross-section
Image: FakeFish and Undertow Games
A Barotrauma crew cannot pause the action and cannot swap jobs freely, which breaks the two habits every FTL player brings aboard.

FTL trained you to command from above. Combat runs in real time, yet you can pause at any moment, and anyone aboard can patch a wrecked system given enough seconds. A Barotrauma crew removes both comforts at once. Nothing pauses here, and the jobs genuinely are not interchangeable.

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That single shift catches strong FTL players first, because their best habit becomes their worst one.

What a Barotrauma crew is actually made of

Six roles fill the submarine. An Engineer runs the reactor and repairs electrical components. A Mechanic handles hull breaches and piping, and also works the fabricator to build equipment. Those two sound similar and are not.

Meanwhile the Medical Doctor keeps everyone alive and manufactures the drugs to do it. A Security Officer mans the turrets, repels boarders and keeps order inside. Assistant exists deliberately as the beginner slot, carrying no fixed duty at all.

Every job brings its own skills, then talents on top to separate one engineer from another. GameRant’s role-by-role breakdown covers what each position actually does well.

The sonar and manual steering console on a Barotrauma submarine
Image: FakeFish and Undertow Games

Nothing pauses, and nobody is a generalist

In FTL a hull breach is a room you click, and crew skill only decides how quickly it closes. Engi crew repair faster than other races, so the difference is speed rather than ability, as the FTL community wiki sets out.

Barotrauma refuses that shortcut. Water rises in real time while you hunt for the right tool, and the wrong specialist works slower on a job outside their training. Because you cannot freeze the moment to think, the planning has to happen before the alarm.

So brief the boat beforehand. Agree who owns the reactor, who owns the hull, and who stays out of the way.

The Captain is not your repair crew

Here is the trap. The Captain coordinates, navigates, issues orders through the command wheel, buys supplies and can reach every part of the vessel. Yet captains are not primarily skilled at specific onboard tasks, holding the highest Helm skill in the party instead.

An FTL player instinctively takes that seat and then micromanages everything, which drags the best pilot away from the helm during a fight. Worse still, a submarine allows only one Captain, so no spare exists. Give the Captain the wheel and let specialists specialise. A Barotrauma crew fails far more often from good intentions than from bad aim.

If shared responsibility appeals to you, then our R.E.P.O. vs Keep Talking and Nobody Explodes piece looks at two games built on talking clearly under pressure. Meanwhile Oxygen Not Included for The Sims Players: 7 Habits You Need to Break covers another switch from watching to engineering.

Frequently asked questions

Can you pause the action? No. Everything happens in real time, so decisions get made while the water climbs.

What is the difference between Engineer and Mechanic? Engineers cover the reactor and electrics, while mechanics cover the hull, piping and the fabricator.

Which job suits a first-timer? Assistant. It carries no fixed duty, so you can help wherever the shouting is loudest.

About the author

Ken Griffin

Ken Griffin received his first console at the age of 2, sparking a lifelong passion for video games. After graduating from college, he pursued a career in writing and used his gaming expertise to enter the industry, successfully blending his profession with his passion. Today, he enjoys researching and writing about video games, while also spending his free time playing titles such as Dota 2, World of Warcraft, and Sea of Thieves.

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